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Adepta Sororitas

Sanctuary Guardians

Canoness Adalya (1 model)Battle Sister Squad (10 models)Arco-flagellants (10 models)Celestian Sacresants (5 models)

Common names:Combat Patrol: Adepta Sororitas (New)Canoness AdalyaCanonessIncensor CherubSisters of Battle Combat PatrolSanctuaryArdentSisters of BattleSistersBattle SistersSororitasEcclesiarchy

4 units 2 enhancements 3 stratagems 2 secondaries

Canoness Adalya

CANONESS ADALYA (1 MODEL)

■ This model is equipped with: condemnor boltgun; hallowed chainsword; null rod.

Combat Patrol datasheet32mmInvulnerable 4+
Canoness Adalya
M6"
T3
Sv3+
InSV4+
W4
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Condemnor boltgun24"12+401Anti-psyker 2+, Devastating Wounds, Precision, Rapid Fire 1
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Hallowed chainsword52+3-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Condemnor boltgun24"12+401Anti-psyker 2+, Devastating Wounds, Precision, Rapid Fire 1
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Hallowed chainsword52+3-11-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Lead the RighteousUnit

While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.

LeaderUnit

This model can be attached to the following units:

■ BATTLE SISTER SQUAD
■ CELESTIAN SACRESANTS
This model can be attached to the following units: ■ BATTLE SISTER SQUAD ■ CELESTIAN SACRESANTS

Keywords: Infantry, Character, Imperium, Canoness, Canoness Adalya
Faction Keywords: Adepta Sororitas

Battle Sisters Squad

BATTLE SISTER SQUAD (10 MODELS)

■ The Sister Superior is equipped with: bolt pistol; combi-weapon; power weapon.
■ 1 Battle Sister is equipped with: boltpistol; Ministorum flamer; close combat weapon.
■ 1 Battle Sister is equipped with: boltpistol; Ministorum heavy flamer; close combat weapon.
■ 1 Battle Sister is equipped with: boltpistol; boltgun; close combat weapon; simulacrum imperialis.
■ 6 Battle Sisters are equipped with: boltpistol; boltgun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mmInvulnerable 6+
Sister Superior
M6"
T3
Sv3+
InSV6+
W1
Ld7+
OC2
Battle Sister
M6"
T3
Sv3+
InSV6+
W1
Ld7+
OC2

Ranged Weapons

Sister Superior - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Combi-weapon24"14+401Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Battle Sister - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Ministorum flamer12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Ministorum heavy flamer - Ministorum heavy flamer 12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Sister Superior - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
Battle Sister - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Combi-weapon24"14+401Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

7Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Ministorum flamer12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Ministorum heavy flamer - Ministorum heavy flamer 12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
9Close combat weapon14+301-

Abilities

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Battleline, Imperium, Battle Sisters Squad
Faction Keywords: Adepta Sororitas

Celestian Sacresants

CELESTIAN SACRESANTS (5 MODEL)

■ Every model is equipped with: bolt pistol; hallowed mace.

Combat Patrol version — modified keywords, stats, unit size32mmInvulnerable 4+
Celestian Sacresant
M6"
T3
Sv3+
InSV4+
W1
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
5Hallowed mace33+4-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
5Hallowed mace33+4-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Sworn ProtectorsUnit

While an ADEPTA SORORITAS CHARACTER is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

Keywords: Infantry, Imperium, Celestian Sacresants
Faction Keywords: Adepta Sororitas

Arco-flagellants

ARCO-FLAGELLANTS (10 MODELS)

■ Every model is equipped with: arco-flails.

Combat Patrol version — modified keywords, unit size25mm
Arco-flagellant
M7"
T3
Sv7+
InSV-
W2
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
10Arco-flails44+501Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
10Arco-flails44+501Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Extremis Trigger WordUnit

Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks characteristic of 6 and the [HAZARDOUS] ability.Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flai...

Keywords: Infantry, Imperium, Arco-flagellants
Faction Keywords: Adepta Sororitas

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Canoness Adalya: Lead the Righteous While this model is leading a unit, each time a model in that unit makes an attack, you can...

    While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.

  • Canoness Adalya: Leader This model can be attached to the following units: ■ BATTLE SISTER SQUAD ■ CELESTIAN SACRESANTS

    This model can be attached to the following units:

    ■ BATTLE SISTER SQUAD
    ■ CELESTIAN SACRESANTS

  • Celestian Sacresants: Sworn Protectors While an ADEPTA SORORITAS CHARACTER is leading this unit, each time an attack targets this u...

    While an ADEPTA SORORITAS CHARACTER is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

  • Arco-flagellants: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Arco-flagellants: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Unit Abilities
  • Canoness Adalya: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Battle Sisters Squad: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Canoness Adalya: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Defender of the Faith ■ Improve the Save characteristic of models in the bearer’s unit by 1. ■ In your Command phase, you can discard 1 Mir...

    ■ Improve the Save characteristic of models in the bearer’s unit by 1.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in the bearer’s unit.

    Enhancement, either/or choice
  • Enhancement: Righteous Fury ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. ■ In your...

    ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more...

    Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Movement

Your Turn
Enhancements
  • Enhancement: Righteous Fury ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. ■ In your...

    ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more...

    Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Ascetic Discipline - 1CP Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve th...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

Enhancements
  • Enhancement: Righteous Fury ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. ■ In your...

    ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-psyker 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • A Martyr’s Death - 1CP Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a m...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice when using this Stratagem. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Holy Radiance - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and models...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and models in your unit have the Feel No Pain 5+ ability against that attack

Charge

Your Turn
Enhancements
  • Enhancement: Righteous Fury ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. ■ In your...

    ■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more...

    Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Ascetic Discipline - 1CP Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve th...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

  • A Martyr’s Death - 1CP Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a m...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice when using this Stratagem. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Arco-flagellants: Extremis Trigger Word Each time this unit is selected to fight, you can choose to invoke its extremis trigger word...

    Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks characteristic of 6 and the [HAZARDOUS] ability.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Ascetic Discipline - 1CP Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve th...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

  • A Martyr’s Death - 1CP Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a m...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice when using this Stratagem. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Arco-flagellants: Extremis Trigger Word Each time this unit is selected to fight, you can choose to invoke its extremis trigger word...

    Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks characteristic of 6 and the [HAZARDOUS] ability.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Defender of the Faith ■ Improve the Save characteristic of models in the bearer’s unit by 1. ■ In your Command phase, you can discard 1 Mir...

    ■ Improve the Save characteristic of models in the bearer’s unit by 1.
    ■ In your Command phase, you can discard 1 Miracle dice. If you do, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in the bearer’s unit.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Hallowed Retribution You score 3VP each time an ADEPTA SORORITAS unit from your army destroys an enemy unit. If that unit from your army p...

    You score 3VP each time an ADEPTA SORORITAS unit from your army destroys an enemy unit. If that unit from your army performed an Act of Faith this phase, you score 4VP instead.

    Secondary objective, either/or choice
  • Secondary: Consecrated Ground From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units fr...

    From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units from your army (excluding Battle-shocked units) are within 6" of the centre of the battlefield. If one of those units is your WARLORD, you score 4VP instead.

    Secondary objective, either/or choice

Enhancement

Defender of the Faith

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Improve the Save characteristic of models in the bearer’s unit by 1.
■ In your Command phase, you can discard 1 Miracle dice. If you do, until the start of your next Command phase, add 1 to the Objective Control characteristic of models in the bearer’s unit.

Enhancement

Righteous Fury

Choose one enhancement for this Combat Patrol.

Either/or choice

■ The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
■ In your Command phase, you can discard 1 Miracle dice. If you do, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit.

Secondary Objective

Hallowed Retribution

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 3VP each time an ADEPTA SORORITAS unit from your army destroys an enemy unit. If that unit from your army performed an Act of Faith this phase, you score 4VP instead.

Secondary Objective

Consecrated Ground

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units from your army (excluding Battle-shocked units) are within 6" of the centre of the battlefield. If one of those units is your WARLORD, you score 4VP instead.

Acts of Faith

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.

Gaining Miracle Dice

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.

Performing an Act of Faith

Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll

NameCPCategoryPhasesRules
Ascetic Discipline1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this ph...
A Martyr’s Death1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Each time you use this Stratagem, you can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice when using this Stratagem. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from...
Holy Radiance1CPepicDeedShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and models in your unit have the Feel No Pain 5+ ability against that attack
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Battle Sisters Squad / Sister Superior / Combi-weapon
Anti-psyker 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Canoness Adalya / Canoness Adalya / Condemnor boltgun
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Battle Sisters Squad / Sister Superior / Combi-weapon; Canoness Adalya / Canoness Adalya / Condemnor boltgun
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Battle Sisters Squad / Battle Sister / Ministorum flamer; Battle Sisters Squad / Battle Sister / Ministorum heavy flamer
Lethal HitsMeleeWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Celestian Sacresants / Celestian Sacresant / Hallowed mace
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Battle Sisters Squad / Battle Sister / Bolt pistol; Battle Sisters Squad / Sister Superior / Bolt pistol; Celestian Sacresants / Celestian Sacresant / Bolt pistolBattle Sisters Squad / Battle Sister / Bolt pistol; Battle Sisters Squad / Sister Superior / Bolt pistol; Celestian Sacresants / Celestian Sacresan...
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Canoness Adalya / Canoness Adalya / Condemnor boltgun
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Battle Sisters Squad / Battle Sister / Boltgun; Battle Sisters Squad / Sister Superior / Combi-weapon; Canoness Adalya / Canoness Adalya / Condemnor boltgunBattle Sisters Squad / Battle Sister / Boltgun; Battle Sisters Squad / Sister Superior / Combi-weapon; Canoness Adalya / Canoness Adalya / Condemno...
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Arco-flagellants / Arco-flagellant / Arco-flails
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Battle Sisters Squad / Battle Sister / Ministorum flamer; Battle Sisters Squad / Battle Sister / Ministorum heavy flamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adepta Sororitas

The Penitent Host

Canoness Ellyrine (1 model)Battle Sisters Squad (10 models)Seraphim Squad (5 models)Repentia Squad (5 models)Arco-flagellants (3 models)Penitent Engine (1 model)Sororitas Rhino (1 model)

Common names:Combat Patrol: Adepta SororitasCombat Patrol: Adepta Sororitas (Old)Sisters of BattleCanoness EllyrineSisters RepentiaRepentia SuperiorPenitentSistersBattle SistersSororitasEcclesiarchyDaughters of the Emperor

7 units 2 enhancements 3 stratagems 2 secondaries

Canoness Ellyrine

Canoness Ellyrine (1 model)

■ This model is equipped with: plasma pistol; power weapon; rod of office.

Combat Patrol datasheet32mmInvulnerable 4+
Canoness Ellyrine
M6"
T3
Sv3+
InSV4+
W4
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon42+4-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon42+4-21-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Lead the RighteousUnit

While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.

LeaderUnit

This model can be attached to the following unit: BATTLE SISTERS SQUAD

Keywords: Infantry, Character, Imperium, Canoness, Ellyrine
Faction Keywords: Adepta Sororitas

Battle Sisters Squad

Battle Sisters Squad (10 models)

■ 1 Sister Superior is equipped with: boltgun; bolt pistol; chainsword.
■ 6 Battle Sisters are equipped with: boltgun; bolt pistol; close combat weapon.
■ 1 Battle Sister is equipped with: boltgun; bolt pistol; close combat weapon; simulacrum Imperialis.
■ 1 Battle Sister is equipped with: artificercrafted storm bolter; bolt pistol; close combat weapon.
■ 1 Battle Sister is equipped with: ministorum flamer; bolt pistol; close combat weapon

Combat Patrol version — modified abilities, keywords, unit size32mmInvulnerable 6+
Sister Superior
M6"
T3
Sv3+
InSV6+
W1
Ld7+
OC2
Battle Sister
M6"
T3
Sv3+
InSV6+
W1
Ld7+
OC2

Ranged Weapons

Sister Superior - Default Wargear
#WeaponRangeABSSAPDAbilities
1Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Battle Sister - Default Wargear
#WeaponRangeABSSAPDAbilities
7Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Artificer-crafted storm bolter24"23+402Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Ministorum flamer12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Sister Superior - Default Wargear
#WeaponAWSSAPDAbilities
1Chainsword34+301-
Battle Sister - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
8Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Artificer-crafted storm bolter24"23+402Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Ministorum flamer12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chainsword34+301-
9Close combat weapon14+301-

Abilities

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the model equipped with the Ministorum flamer and the other unit must contain the model equipped with the artificer-crafted storm bolter.Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you d...

Keywords: Infantry, Battleline, Imperium, Battle Sisters Squad
Faction Keywords: Adepta Sororitas

Seraphim Squad

Seraphim Squad (5 models)

■ 1 Seraphim Superior is equipped with: plasma pistol; power weapon.
■ 4 Seraphim are equipped with: 2 bolt pistols; close combat weapon.

Combat Patrol version — modified keywords, unit size32mmInvulnerable 5+
Seraphim Superior
M12"
T3
Sv3+
InSV5+
W1
Ld7+
OC1
Seraphim
M12"
T3
Sv3+
InSV5+
W1
Ld7+
OC1

Ranged Weapons

Seraphim Superior - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Seraphim - Default Wargear
#WeaponRangeABSSAPDAbilities
8Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Seraphim Superior - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon33+4-21-
Seraphim - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon23+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

8Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon33+4-21-
4Close combat weapon23+301-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Angelic AscentUnit

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". I...

Keywords: Infantry, Jump Pack, Fly, Imperium, Seraphim Squad
Faction Keywords: Adepta Sororitas

Repentia Squad

Repentia Squad (5 models)

■ 1 Repentia Superior is equipped with: bolt pistol; neural whips.
■ 4 Sisters Repentia are equipped with: penitent eviscerator

Combat Patrol version — modified keywords, stats, unit sizeRepentia Superior: 32mm Sister Repentia: 28.5mmInvulnerable 6+
Repentia Superior
M7"
T3
Sv3+
InSV6+
W1
Ld7+
OC1
Sisters Repentia
M7"
T3
Sv7+
InSV6+
W1
Ld8+
OC1

Ranged Weapons

Repentia Superior - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Repentia Superior - Default Wargear
#WeaponAWSSAPDAbilities
1Neural whips43+3-11Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Sisters Repentia - Default Wargear
#WeaponAWSSAPDAbilities
4Penitent eviscerator24+6-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Neural whips43+3-11Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

4Penitent eviscerator24+6-22-

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Overseer of RedemptionUnit

While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit made a Charge move this turn, you can re-roll the Wound roll as well.While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit m...

Keywords: Infantry, Imperium, Repentia Squad
Faction Keywords: Adepta Sororitas

Arco-flagellants

Arco-flagellants (3 models)

■ Every model is equipped with: arco-flails.

Combat Patrol version — modified abilities, keywords, stats, unit size25mm
Arco-flagellants
M7"
T3
Sv7+
InSV-
W2
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
3Arco-flails44+501Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Arco-flails44+501Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Feel No Pain 4+Core

Each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Keywords: Infantry, Imperium, Arco-flagellants
Faction Keywords: Adepta Sororitas

Penitent Engine

Penitent Engine (1 model)

■ This model is equipped with: penitent flamers; twin penitent buzz-blades.

Combat Patrol datasheet50mm
Penitent Engine
M8"
T6
Sv4+
InSV-
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Penitent flamers12"2D6-501Assault, Ignores Cover, Torrent, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Twin penitent buzz-blades44+10-32Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Penitent flamers12"2D6-501Assault, Ignores Cover, Torrent, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Twin penitent buzz-blades44+10-32Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

Endless SufferingUnit

This unit is eligible to declare a charge in a turn in which it Advanced.

Keywords: Vehicle, Walker, Imperium, Penitent Engine
Faction Keywords: Adepta Sororitas

Sororitas Rhino

Sororitas Rhino (1 model)

■ This model is equipped with: storm bolter; armoured tracks.

Combat Patrol version — modified abilities, unit sizeHullInvulnerable 6+
Sororitas Rhino
M12"
T9
Sv3+
InSV6+
W10
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 2Core

Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Acts of FaithFaction

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.See Army Rule: Acts of Faith

TransportUnit

This model has a transport capacity of 12 ADEPTA SORORITAS INFANTRY models. It cannot transport JUMP PACK models.

Keywords: Vehicle, Transport, Dedicated Transport, Smoke, Imperium, Sororitas Rhino
Faction Keywords: Adepta Sororitas

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Armour of Faith The bearer has the Feel No Pain 4+ ability. In addition, while the bearer is leading a unit, other models in that uni...

    The bearer has the Feel No Pain 4+ ability. In addition, while the bearer is leading a unit, other models in that unit have the Feel No Pain 5+ ability.

    Enhancement, either/or choice
Unit Abilities
  • Canoness Ellyrine: Lead the Righteous While this model is leading a unit, each time a model in that unit makes an attack, you can...

    While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.

  • Canoness Ellyrine: Leader This model can be attached to the following unit: BATTLE SISTERS SQUAD

    This model can be attached to the following unit: BATTLE SISTERS SQUAD

  • Repentia Squad: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Arco-flagellants: Feel No Pain 4+ Each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Penitent Engine: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Penitent Engine: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Sororitas Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Sororitas Rhino: Transport This model has a transport capacity of 12 ADEPTA SORORITAS INFANTRY models. It cannot transp...

    This model has a transport capacity of 12 ADEPTA SORORITAS INFANTRY models. It cannot transport JUMP PACK models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Repentia Squad: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Arco-flagellants: Feel No Pain 4+ Each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 4+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Penitent Engine: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Penitent Engine: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Sororitas Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Divine Judgement At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEH...

    At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

    At the end of the battle, you score 6VP if that enemy unit is destroyed. If that enemy unit was destroyed by a melee attack made by an ADEPTA SORORITAS model from your army, you score 10VP instead.

    Secondary objective, either/or choice
Unit Abilities
  • Canoness Ellyrine: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Battle Sisters Squad: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the model equipped with the Ministorum flamer and the other unit must contain the model equipped with the artificer-crafted storm bolter.

  • Seraphim Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Canoness Ellyrine: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Saintly Relic In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, yo...

    In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, you gain one Miracle dice. In addition, while the bearer is on the battlefield, each time you gain a Miracle dice, you can re-roll that Miracle dice.

    Enhancement, either/or choice
Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool,...

    Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Movement

Your Turn
Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool,...

    Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Unit Abilities
  • Seraphim Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Seraphim Squad: Angelic Ascent In your Shooting phase, after this unit has shot, if it is not within Engagement Range of an...

    In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.

  • Penitent Engine: Endless Suffering This unit is eligible to declare a charge in a turn in which it Advanced.

    This unit is eligible to declare a charge in a turn in which it Advanced.

  • Sororitas Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Holy Cleansing - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

Unit Abilities
  • Seraphim Squad: Angelic Ascent In your Shooting phase, after this unit has shot, if it is not within Engagement Range of an...

    In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.

  • Sororitas Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Patrol Stratagems
  • Divine Protection - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save inst...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save instead if your unit is a BATTLE SISTERS SQUAD or a SERAPHIM SQUAD.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Army Rules
  • Acts of Faith Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool,...

    Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Unit Abilities
  • Seraphim Squad: Angelic Ascent In your Shooting phase, after this unit has shot, if it is not within Engagement Range of an...

    In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.

  • Repentia Squad: Overseer of Redemption While this unit contains a Repentia Superior, each time a model in this unit makes a melee a...

    While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit made a Charge move this turn, you can re-roll the Wound roll as well.

  • Penitent Engine: Endless Suffering This unit is eligible to declare a charge in a turn in which it Advanced.

    This unit is eligible to declare a charge in a turn in which it Advanced.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Unit Abilities
  • Repentia Squad: Overseer of Redemption While this unit contains a Repentia Superior, each time a model in this unit makes a melee a...

    While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit made a Charge move this turn, you can re-roll the Wound roll as well.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Divine Protection - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save inst...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save instead if your unit is a BATTLE SISTERS SQUAD or a SERAPHIM SQUAD.

  • Holy Cleansing - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

  • Martyr’s Death - 2CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Repentia Squad: Overseer of Redemption While this unit contains a Repentia Superior, each time a model in this unit makes a melee a...

    While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit made a Charge move this turn, you can re-roll the Wound roll as well.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Divine Protection - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save inst...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save instead if your unit is a BATTLE SISTERS SQUAD or a SERAPHIM SQUAD.

  • Holy Cleansing - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.

  • Martyr’s Death - 2CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Repentia Squad: Overseer of Redemption While this unit contains a Repentia Superior, each time a model in this unit makes a melee a...

    While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the Hit roll and, if this unit made a Charge move this turn, you can re-roll the Wound roll as well.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Saintly Relic In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, yo...

    In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, you gain one Miracle dice. In addition, while the bearer is on the battlefield, each time you gain a Miracle dice, you can re-roll that Miracle dice.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Divine Judgement At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEH...

    At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

    At the end of the battle, you score 6VP if that enemy unit is destroyed. If that enemy unit was destroyed by a melee attack made by an ADEPTA SORORITAS model from your army, you score 10VP instead.

    Secondary objective, either/or choice
  • Secondary: Rites of Reconsecration From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units fr...

    From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units from your army that are not Battle-shocked are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice

Enhancement

Armour of Faith

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Feel No Pain 4+ ability. In addition, while the bearer is leading a unit, other models in that unit have the Feel No Pain 5+ ability.

Enhancement

Saintly Relic

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, you gain one Miracle dice. In addition, while the bearer is on the battlefield, each time you gain a Miracle dice, you can re-roll that Miracle dice.

Secondary Objective

Divine Judgement

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

At the end of the battle, you score 6VP if that enemy unit is destroyed. If that enemy unit was destroyed by a melee attack made by an ADEPTA SORORITAS model from your army, you score 10VP instead.

Secondary Objective

Rites of Reconsecration

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units from your army that are not Battle-shocked are wholly within your opponent’s deployment zone.

Acts of Faith

Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.

Gaining Miracle Dice

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.

Performing an Act of Faith

Before making a dice roll for a model or unit from your army, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll

NameCPCategoryPhasesRules
Divine Protection1CPepicDeedShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save, or a 4+ invulnerable save instead if your unit is a BATTLE SISTERS SQUAD or a SERAPHIM SQUAD.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from...
Holy Cleansing1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that has not been selected to shoot or figh...
Martyr’s Death2CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTA SORORITAS unit from your army that was selected as the tar...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Repentia Squad / Repentia Superior / Neural whips
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Penitent Engine / Penitent Engine / Penitent flamers
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Canoness Ellyrine / Canoness Ellyrine / Plasma pistol; Seraphim Squad / Seraphim Superior / Plasma pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Battle Sisters Squad / Battle Sister / Ministorum flamer; Penitent Engine / Penitent Engine / Penitent flamers
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Battle Sisters Squad / Battle Sister / Bolt pistol; Battle Sisters Squad / Sister Superior / Bolt pistol; Canoness Ellyrine / Canoness Ellyrine / Plasma pistol; Repentia Squad / Repentia Superior / Bolt pistol; Seraphim Squad / Seraphim / Bolt pistol; Seraphim Squad / Seraphim Superior / Plasma pistolBattle Sisters Squad / Battle Sister / Bolt pistol; Battle Sisters Squad / Sister Superior / Bolt pistol; Canoness Ellyrine / Canoness Ellyrine / P...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Battle Sisters Squad / Battle Sister / Boltgun; Battle Sisters Squad / Sister Superior / Boltgun
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Battle Sisters Squad / Battle Sister / Artificer-crafted storm bolter; Sororitas Rhino / Sororitas Rhino / Storm bolter
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Arco-flagellants / Arco-flagellants / Arco-flails; Penitent Engine / Penitent Engine / Twin penitent buzz-blades
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Battle Sisters Squad / Battle Sister / Ministorum flamer; Penitent Engine / Penitent Engine / Penitent flamers
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Arco-flagellants / Arco-flagellants / Arco-flails; Penitent Engine / Penitent Engine / Penitent flamers; Penitent Engine / Penitent Engine / Twin penitent buzz-bladesArco-flagellants / Arco-flagellants / Arco-flails; Penitent Engine / Penitent Engine / Penitent flamers; Penitent Engine / Penitent Engine / Twin p...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Eye of Ultramar

Chief Librarian Tigurius (1 model)Bladeguard Veteran Squad (3 models)Aggressor Squad (3 models)Reiver Squad (5 models)Intercessor Squad (5 models)

Common names:Combat Patrol: UltramarinesUltramarines Combat PatrolUltramarinesUltra MarinesUltramarMacraggeChief Librarian TiguriusTiguriusUltramarines Upgrade FrameUltima symbolsRod of TiguriusSpace Marines

5 units 2 enhancements 3 stratagems 2 secondaries

Chief Librarian Tigurius

■ 1 Chief Librarian Tigurius – EPIC HERO

This model is equipped with: bolt pistol; Storm of the Emperor’s Wrath; Rod of Tigurius.

Combat Patrol version — modified abilities40mmInvulnerable 4+
Chief Librarian Tigurius
M6"
T4
Sv3+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Storm of the Emperor’s Wrath - witchfire18"D62+6-22Blast, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm of the Emperor’s Wrath - focused witchfire18"2D62+6-22Blast, Psychic, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Rod of Tigurius53+7-2D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Storm of the Emperor’s Wrath - witchfire18"D62+6-22Blast, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm of the Emperor’s Wrath - focused witchfire18"2D62+6-22Blast, Psychic, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Rod of Tigurius53+7-2D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Master of Prescience [Psychic]Unit

While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

LeaderUnit

This model can be attached to the following units: BLADEGUARD VETERAN SQUAD, INTERCESSOR SQUAD

Keywords: Infantry, Character, Epic Hero, Psyker, Imperium, Tacticus, Chief Librarian Tigurius
Faction Keywords: Space Marines, Ultramarines

Bladeguard Veteran Squad

■ 1 Bladeguard Veteran Sergeant
■ 2 Bladeguard Veterans

The Bladeguard Veteran Sergeant is equipped with: plasma pistol; master-crafted power weapon.

Two Bladeguard Veterans are equipped with: heavy bolt pistol; master-crafted power weapon.

Combat Patrol version — modified keywords, unit size40mmInvulnerable 4+
Bladeguard Veteran Sergeant
M6"
T4
Sv3+
InSV4+
W3
Ld6+
OC1
Bladeguard Veteran
M6"
T4
Sv3+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Bladeguard Veteran Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Bladeguard Veteran - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Bladeguard Veteran Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon43+5-22-
Bladeguard Veteran - Default Wargear
#WeaponAWSSAPDAbilities
2Master-crafted power weapon43+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Master-crafted power weapon43+5-22-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

BladeguardUnit

At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase: ■ Swords...

Keywords: Infantry, Imperium, Tacticus, Bladeguard Veteran Squad
Faction Keywords: Space Marines, Ultramarines

Aggressor Squad

■ 1 Aggressor Sergeant
■ 2 Aggressors

Every model is equipped with: auto boltstorm gauntlets; fragstorm grenade launcher; twin power fists.

Combat Patrol version — modified stats, unit size40mm
Aggressor
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Auto boltstorm gauntlets18"33+401Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

3Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists33+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Auto boltstorm gauntlets18"33+401Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

3Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists33+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Close-quarters FirepowerUnit

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

Keywords: Infantry, Imperium, Gravis, Aggressor Squad
Faction Keywords: Space Marines

Reiver Squad

■ 1 Reiver Sergeant
■ 4 Reivers

Every model is equipped with: special issue bolt pistol; combat knife.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Reiver
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Special issue bolt pistol12"13+4-11Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
5Combat knife43+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Special issue bolt pistol12"13+4-11Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
5Combat knife43+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Fearsome AssaultUnit

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Keywords: Infantry, Smoke, Imperium, Phobos, Reiver Squad
Faction Keywords: Space Marines

Intercessor Squad

■ 1 Intercessor Sergeant
■ 4 Intercessors

The Intercessor Sergeant is equipped with: bolt pistol; bolt rifle; close combat weapon.
Three Intercessors are equipped with: bolt pistol; bolt rifle; close combat weapon.
One Intercessor is equipped with: Astartes grenade launcher; bolt pistol; bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Astartes grenade launcher - krak24"13+9-2D3-

Melee Weapons

Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Astartes grenade launcher - krak24"13+9-2D3-

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Chief Librarian Tigurius: Master of Prescience [Psychic] While this model is leading a unit, each time an attack targets that unit, subtract 1 from t...

    While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

  • Chief Librarian Tigurius: Leader This model can be attached to the following units: BLADEGUARD VETERAN SQUAD, INTERCESSOR SQUAD

    This model can be attached to the following units: BLADEGUARD VETERAN SQUAD, INTERCESSOR SQUAD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Chief Librarian Tigurius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Reiver Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Unit Abilities
  • Chief Librarian Tigurius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Unit Abilities
  • Reiver Squad: Fearsome Assault At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Seize the Moment - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.
    TARGET: That ADEPTUS ASTARTES unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

Unit Abilities
  • Reiver Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Martial Precision - 1CP Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in your ADEPTUS ASTART...

    WHEN: Start of your Shooting phase.
    TARGET: One or more ADEPTUS ASTARTES units from your army.
    EFFECT: Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in your ADEPTUS ASTARTES units have the [LETHAL HITS] ability while targeting that enemy unit.

Enhancements
  • Enhancement: Foresight Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

    Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

    Enhancement, either/or choice
Unit Abilities
  • Aggressor Squad: Close-quarters Firepower Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

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

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Patrol Stratagems
  • Honour the Chapter - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Honour the Chapter - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Enhancements
  • Enhancement: Psychic Shackles Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of t...

    Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

    Enhancement, either/or choice
Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

  • Reiver Squad: Fearsome Assault At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Honour the Chapter - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Secure Objective Primus Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not...

    Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not in their deployment zone. At the end of your turn, you score 5VP if you control that selected objective marker.

    Secondary objective, either/or choice
  • Secondary: Tigurius’ Wrath At the end of each phase, you score 2VP if your CHIEF LIBRARIAN TIGURIUS model destroyed one or more enemy models tha...

    At the end of each phase, you score 2VP if your CHIEF LIBRARIAN TIGURIUS model destroyed one or more enemy models that phase.

    Secondary objective, either/or choice

Enhancement

Psychic Shackles

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

Enhancement

Foresight

Choose one enhancement for this Combat Patrol.

Either/or choice

Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.

Secondary Objective

Secure Objective Primus

Choose one secondary objective for this Combat Patrol.

Either/or choice

Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not in their deployment zone. At the end of your turn, you score 5VP if you control that selected objective marker.

Secondary Objective

Tigurius’ Wrath

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 2VP if your CHIEF LIBRARIAN TIGURIUS model destroyed one or more enemy models that phase.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Honour the Chapter1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from...
Seize the Moment1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end o...
Martial Precision1CPbattleTacticShootingWHEN: Start of your Shooting phase.
TARGET: One or more ADEPTUS ASTARTES units from your army.
EFFECT: Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in your ADEPTUS ASTARTES units have the [LETHAL HITS] ability while targeting that enemy unit.
WHEN: Start of your Shooting phase. TARGET: One or more ADEPTUS ASTARTES units from your army. EFFECT: Select one enemy unit. Until the end of the...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Intercessor Squad / Intercessor / Bolt rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Aggressor Squad / Aggressor / Fragstorm grenade launcher; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’s Wrath; Intercessor Squad / Intercessor / Astartes grenade launcherAggressor Squad / Aggressor / Fragstorm grenade launcher; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’s Wrath; Inter...
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Bladeguard Veteran Squad / Bladeguard Veteran Sergeant / Plasma pistol; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’s WrathBladeguard Veteran Squad / Bladeguard Veteran Sergeant / Plasma pistol; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’...
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Bladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Bladeguard Veteran Squad / Bladeguard Veteran Sergeant / Plasma pistol; Chief Librarian Tigurius / Chief Librarian Tigurius / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistol; Reiver Squad / Reiver / Special issue bolt pistolBladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Bladeguard Veteran Squad / Bladeguard Veteran Sergeant / Plasma pistol; Chief Li...
PrecisionMelee, RangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Reiver Squad / Reiver / Combat knife; Reiver Squad / Reiver / Special issue bolt pistol
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Chief Librarian Tigurius / Chief Librarian Tigurius / Rod of Tigurius; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’s WrathChief Librarian Tigurius / Chief Librarian Tigurius / Rod of Tigurius; Chief Librarian Tigurius / Chief Librarian Tigurius / Storm of the Emperor’s...
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Aggressor Squad / Aggressor / Auto boltstorm gauntlets; Aggressor Squad / Aggressor / Twin power fists
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Medusan Redoubt

Techmarine Gorloch Kataan (1 model)Heavy Intercessor Squad (5 model)Heavy Intercessor Squad (5 models)Firestrike Servo-turret (1 model)Firestrike Servo-turret (1 model)

Common names:Combat Patrol: Iron HandsIron Hands Combat PatrolIron HandsMedusaMedusanPrimaris TechmarineSons of MedusaAtropos War ClanClan AverniiClan GarrsakClan RaukaanClan Kaargul

3 units 2 enhancements 3 stratagems 2 secondaries

Techmarine Gorloch Kataan

■ 1 Techmarine Gorloch Kataan – EPIC HERO

This model is equipped with: forge bolter; grav-pistol; Omnissian power axe; servo-arm.

Combat Patrol datasheet40mm
Techmarine Gorloch Kataan
M6"
T4
Sv2+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Forge bolter24"32+5-12Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Grav-pistol12"12+4-12Anti-vehicle 2+, Pistol
Anti-vehicle 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian power axe43+6-22-
1Servo-arm13+8-23Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Forge bolter24"32+5-12Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Grav-pistol12"12+4-12Anti-vehicle 2+, Pistol
Anti-vehicle 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian power axe43+6-22-
1Servo-arm13+8-23Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

TechmarineUnit

While this model is within 3" of one or more friendly ADEPTUS ASTARTES VEHICLE units, this model has the Lone Operative ability.

Blessing of the OmnissiahUnit

In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost wounds.

Vengeance of the OmnissiahUnit

If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7.If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe h...

Keywords: Infantry, Character, Epic Hero, Imperium, Tacticus, Techmarine, Gorloch Kataan
Faction Keywords: Space Marines

Heavy Intercessor Squad

■ 1 Heavy Intercessor Sergeant
■ 4 Heavy Intercessors

The Heavy Intercessor Sergeant is equipped with: bolt pistol; heavy bolt rifle; close combat weapon.
Three Heavy Intercessors are equipped with: bolt pistol; heavy bolt rifle; close combat weapon.
One Heavy Intercessor is equipped with: bolt pistol; heavy bolter; close combat weapon.

Combat Patrol version — modified keywords, unit size40m
Heavy Intercessor Sergeant
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC2
Heavy Intercessor
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC2

Ranged Weapons

Heavy Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Heavy Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Heavy bolter36"34+5-12Assault, Heavy, Sustained Hits 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

Heavy Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Heavy Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Heavy bolter36"34+5-12Assault, Heavy, Sustained Hits 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Unyielding in the Face of the FoeUnit

While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model i...

Keywords: Infantry, Battleline, Imperium, Gravis, Heavy Intercessor Squad
Faction Keywords: Space Marines

Firestrike Servo-Turret

■ 1 Firestrike Servo-turret

This model is equipped with: twin Firestrike las-talon; close combat weapon.

Combat Patrol datasheet80mm
Firestrike Servo-turret
M3"
T6
Sv2+
InSV-
W6
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin Firestrike las-talon36"22+10-3D6+1Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin Firestrike las-talon36"22+10-3D6+1Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Sentinel ProtocolsUnit

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

Keywords: Artillery, Vehicle, Imperium, Firestrike Servo-turret
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Techmarine Gorloch Kataan: Techmarine While this model is within 3" of one or more friendly ADEPTUS ASTARTES VEHICLE units, this m...

    While this model is within 3" of one or more friendly ADEPTUS ASTARTES VEHICLE units, this model has the Lone Operative ability.

  • Techmarine Gorloch Kataan: Vengeance of the Omnissiah If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until th...

    If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Techmarine Gorloch Kataan: Vengeance of the Omnissiah If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until th...

    If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7.

Before Battle

Your Turn
Enhancements
  • Enhancement: Machine Unity In the Declare Battle Formations step, the bearer can be attached to a HEAVY INTERCESSOR SQUAD.

    In the Declare Battle Formations step, the bearer can be attached to a HEAVY INTERCESSOR SQUAD.

    Enhancement, either/or choice
Unit Abilities
  • Techmarine Gorloch Kataan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Techmarine Gorloch Kataan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Unit Abilities
  • Techmarine Gorloch Kataan: Blessing of the Omnissiah In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3"...

    In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost wounds.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Methodical Firepower - 1CP Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.
    TARGET: That ADEPTUS ASTARTES unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Mercy is Weakness - 1CP Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTAR...

    WHEN: Start of your Shooting phase.
    TARGET: One or more ADEPTUS ASTARTES INFANTRY units from your army.
    EFFECT: Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTARTES INFANTRY units have the [SUSTAINED HITS 1] ability while targeting that enemy unit.

  • Cogitated Fire Doctrines - 1CP Your unit can make a Normal move of up to 3". If it does, until the end of the turn, your unit is not eligi...

    WHEN: Your Shooting phase, just after an ADEPTUS ASTARTES unit from your army has shot.
    TARGET: That ADEPTUS ASTARTES unit, if it is not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can make a Normal move of up to 3". If it does, until the end of the turn, your unit is not eligible to declare a charge.

Unit Abilities
  • Firestrike Servo-Turret: Sentinel Protocols Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodif...

    Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

Weapon Abilities
  • Weapon ability: Anti-vehicle 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Enhancements
  • Enhancement: Gorgon’s Rage Melee weapons equipped by the bearer have a Weapon Skill characteristic of 2+ and the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by the bearer have a Weapon Skill characteristic of 2+ and the [SUSTAINED HITS 1] ability.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Advance and Secure At the end of the battle, you score 10VP if you control more objectives in No Man’s Land than your opponent.

    At the end of the battle, you score 10VP if you control more objectives in No Man’s Land than your opponent.

    Secondary objective, either/or choice
  • Secondary: Methodical Destruction Each time an ADEPTUS ASTARTES unit from your army destroys an enemy unit with a ranged attack, you score 2VP.

    Each time an ADEPTUS ASTARTES unit from your army destroys an enemy unit with a ranged attack, you score 2VP.

    Secondary objective, either/or choice
Unit Abilities
  • Heavy Intercessor Squad: Unyielding in the Face of the Foe While this unit is within range of an objective marker you control, each time an attack with...

    While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.

  • Firestrike Servo-Turret: Sentinel Protocols Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodif...

    Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

Enhancement

Gorgon’s Rage

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have a Weapon Skill characteristic of 2+ and the [SUSTAINED HITS 1] ability.

Enhancement

Machine Unity

Choose one enhancement for this Combat Patrol.

Either/or choice

In the Declare Battle Formations step, the bearer can be attached to a HEAVY INTERCESSOR SQUAD.

Secondary Objective

Advance and Secure

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control more objectives in No Man’s Land than your opponent.

Secondary Objective

Methodical Destruction

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an ADEPTUS ASTARTES unit from your army destroys an enemy unit with a ranged attack, you score 2VP.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Methodical Firepower1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end...
Mercy is Weakness1CPbattleTacticShootingWHEN: Start of your Shooting phase.
TARGET: One or more ADEPTUS ASTARTES INFANTRY units from your army.
EFFECT: Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTARTES INFANTRY units have the [SUSTAINED HITS 1] ability while targeting that enemy unit.
WHEN: Start of your Shooting phase. TARGET: One or more ADEPTUS ASTARTES INFANTRY units from your army. EFFECT: Select one enemy unit. Until the en...
Cogitated Fire Doctrines1CPbattleTacticShootingWHEN: Your Shooting phase, just after an ADEPTUS ASTARTES unit from your army has shot.
TARGET: That ADEPTUS ASTARTES unit, if it is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 3". If it does, until the end of the turn, your unit is not eligible to declare a charge.
WHEN: Your Shooting phase, just after an ADEPTUS ASTARTES unit from your army has shot. TARGET: That ADEPTUS ASTARTES unit, if it is not within Eng...
AbilityProfile TypeDefinitionUsed By
Anti-vehicle 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Techmarine Gorloch Kataan / Techmarine Gorloch Kataan / Grav-pistol
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Heavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Heavy bolt rifleHeavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad...
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Techmarine Gorloch Kataan / Techmarine Gorloch Kataan / Forge bolter
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Techmarine Gorloch Kataan / Techmarine Gorloch Kataan / Servo-arm
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Heavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Heavy bolt rifleHeavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Heavy Intercessor Squad / Heavy Intercessor / Bolt pistol; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Bolt pistol; Techmarine Gorloch Kataan / Techmarine Gorloch Kataan / Forge bolter; Techmarine Gorloch Kataan / Techmarine Gorloch Kataan / Grav-pistolHeavy Intercessor Squad / Heavy Intercessor / Bolt pistol; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Bolt pistol; Techmarine Gorloch K...
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Firestrike Servo-Turret / Firestrike Servo-turret / Twin Firestrike las-talon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Pyroclasm Assault Force

Adrax Agatone (1 model)Infernus Squad (10 models)Assault Intercessor Squad (5 models)Eradicator Squad (3 models)Invader ATV (1 model)

Common names:Pyroclast Assault ForceCombat Patrol: SalamandersSalamanders Combat PatrolSalamandersSons of VulkanSons of NocturneNocturneAdrax AgatoneCaptain Adrax AgatoneDrakkisMalleus NoctumSpace Marines

5 units 2 enhancements 3 stratagems 2 secondaries

Adrax Agatone

■ 1 Adrax Agatone – EPIC HERO

This model is equipped with: Drakkis; Malleus Noctum.

Combat Patrol version — modified abilities, keywords40mmInvulnerable 4+
Adrax Agatone
M6"
T4
Sv2+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Drakkis12"D6+3-4-11Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Malleus Noctum52+10-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Drakkis12"D6+3-4-11Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Malleus Noctum52+10-23-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Unto the AnvilUnit

Each time a model in this unit makes a melee attack, you can re-roll the Wound roll.

LeaderUnit

This model can be attached to the following units: ASSAULT INTERCESSOR SQUAD, INFERNUS SQUAD

Keywords: Infantry, Character, Epic Hero, Imperium, Captain, Adrax Agatone
Faction Keywords: Salamanders, Space Marines

Infernus Squad

■ 1 Infernus Sergeant
■ 9 Infernus Marines

Every model is equipped with: bolt pistol; pyreblaster; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Infernus Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1
Infernus Marine
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Infernus Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Infernus Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Infernus Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Infernus Marine - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

10Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Imperium, Tacticus, Infernus Squad
Faction Keywords: Space Marines

Assault Intercessor Squad

■ 1 Assault Intercessor Sergeant
■ 4 Assault Intercessors

The Assault Intercessor Sergeant is equipped with: heavy bolt pistol; power fist.
Every Assault Intercessor is equipped with: heavy bolt pistol; Astartes chainsword.

Combat Patrol version — modified abilities, keywords, unit size32mm
Assault Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Assault Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Assault Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22-
Assault Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist33+8-22-
4Astartes chainsword43+4-11-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Assault Intercessor Squad
Faction Keywords: Space Marines

Eradicator Squad

■ 1 Eradicator Sergeant
■ 2 Eradicators

The Eradicator Sergeant is equipped with: bolt pistol; melta rifle; close combat weapon.
One Eradicator is equipped with: bolt pistol; melta rifle; close combat weapon.
One Eradicator is equipped with: bolt pistol; multi-melta; close combat weapon.

Combat Patrol version — modified keywords, unit size40mm
Eradicator Sergeant
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC1
Eradicator
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

Eradicator Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Melta rifle18"13+9-4D6Heavy, Melta 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Eradicator - Default Wargear
#WeaponRangeABSSAPDAbilities
2Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Melta rifle18"13+9-4D6Heavy, Melta 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Multi-melta18"24+9-4D6Heavy, Melta 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

Eradicator Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Eradicator - Default Wargear
#WeaponAWSSAPDAbilities
2Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Melta rifle18"13+9-4D6Heavy, Melta 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Multi-melta18"24+9-4D6Heavy, Melta 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Total ObliterationUnit

Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll.Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound...

Keywords: Infantry, Imperium, Gravis, Eradicator Squad
Faction Keywords: Space Marines

Invader ATV

■ 1 Invader ATV

Every model is equipped with: bolt pistol; twin bolt rifle; multi-melta; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit sizeHull
Invader ATV
M12"
T5
Sv3+
InSV-
W8
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Twin bolt rifle24"23+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Multi-melta18"23+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon53+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Twin bolt rifle24"23+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Multi-melta18"23+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon53+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Mounted, Imperium, Invader ATV
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Adrax Agatone: Leader This model can be attached to the following units: ASSAULT INTERCESSOR SQUAD, INFERNUS SQUAD

    This model can be attached to the following units: ASSAULT INTERCESSOR SQUAD, INFERNUS SQUAD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Adrax Agatone: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Infernus Squad: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Adrax Agatone: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Crucible of Battle - 1CP Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army has Advanced.
    TARGET: That ADEPTUS ASTARTES unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Master of Flames Torrent weapons equipped by models in the bearer’s unit can re-roll the roll to determine the number of attacks made...

    Torrent weapons equipped by models in the bearer’s unit can re-roll the roll to determine the number of attacks made with that weapon.

    Enhancement, either/or choice
Unit Abilities
  • Eradicator Squad: Total Obliteration Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, y...

    Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll.

Weapon Abilities
  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Stand Your Ground - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Weather the Storm - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Unit Abilities
  • Adrax Agatone: Unto the Anvil Each time a model in this unit makes a melee attack, you can re-roll the Wound roll.

    Each time a model in this unit makes a melee attack, you can re-roll the Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Weather the Storm - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Unit Abilities
  • Adrax Agatone: Unto the Anvil Each time a model in this unit makes a melee attack, you can re-roll the Wound roll.

    Each time a model in this unit makes a melee attack, you can re-roll the Wound roll.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Lord of the Pyroclasts While an enemy unit is within Engagement Range of this model, subtract 1 from the Objective Control characteristic of...

    While an enemy unit is within Engagement Range of this model, subtract 1 from the Objective Control characteristic of models in that unit.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Promethean Creed At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent contr...

    At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

    Secondary objective, either/or choice
  • Secondary: Wrath of Nocturne Each time an ADEPTUS ASTARTES unit from your army destroys an enemy WARLORD, MONSTER or VEHICLE model, you score 5VP....

    Each time an ADEPTUS ASTARTES unit from your army destroys an enemy WARLORD, MONSTER or VEHICLE model, you score 5VP. At the end of the battle, if all enemy WARLORD, MONSTER and VEHICLE models are destroyed, you score 5VP.

    Secondary objective, either/or choice

Enhancement

Lord of the Pyroclasts

Choose one enhancement for this Combat Patrol.

Either/or choice

While an enemy unit is within Engagement Range of this model, subtract 1 from the Objective Control characteristic of models in that unit.

Enhancement

Master of Flames

Choose one enhancement for this Combat Patrol.

Either/or choice

Torrent weapons equipped by models in the bearer’s unit can re-roll the roll to determine the number of attacks made with that weapon.

Secondary Objective

Promethean Creed

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

Secondary Objective

Wrath of Nocturne

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an ADEPTUS ASTARTES unit from your army destroys an enemy WARLORD, MONSTER or VEHICLE model, you score 5VP. At the end of the battle, if all enemy WARLORD, MONSTER and VEHICLE models are destroyed, you score 5VP.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Weather the Storm1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the tar...
Crucible of Battle1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army has Advanced.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army has Advanced. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the e...
Stand Your Ground1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was...
AbilityProfile TypeDefinitionUsed By
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Eradicator Squad / Eradicator / Melta rifle; Eradicator Squad / Eradicator / Multi-melta; Eradicator Squad / Eradicator Sergeant / Melta rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Adrax Agatone / Adrax Agatone / Drakkis; Infernus Squad / Infernus Marine / Pyreblaster; Infernus Squad / Infernus Sergeant / Pyreblaster
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Eradicator Squad / Eradicator / Melta rifle; Eradicator Squad / Eradicator / Multi-melta; Eradicator Squad / Eradicator Sergeant / Melta rifle; Invader ATV / Invader ATV / Multi-meltaEradicator Squad / Eradicator / Melta rifle; Eradicator Squad / Eradicator / Multi-melta; Eradicator Squad / Eradicator Sergeant / Melta rifle; Inv...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Adrax Agatone / Adrax Agatone / Drakkis; Assault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault Intercessor Sergeant / Heavy bolt pistol; Eradicator Squad / Eradicator / Bolt pistol; Eradicator Squad / Eradicator Sergeant / Bolt pistol; Infernus Squad / Infernus Marine / Bolt pistol; Infernus Squad / Infernus Sergeant / Bolt pistol; Invader ATV / Invader ATV / Bolt pistolAdrax Agatone / Adrax Agatone / Drakkis; Assault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault I...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Adrax Agatone / Adrax Agatone / Drakkis; Infernus Squad / Infernus Marine / Pyreblaster; Infernus Squad / Infernus Sergeant / Pyreblaster
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Invader ATV / Invader ATV / Twin bolt rifle
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Rampart Force Torreus

Captain Torreus (1 model)Company Heroes (4 models)Heavy Intercessor Squad (5 models)Intercessor Squad (5 models)Terminator Squad (5 models)

Common names:Combat Patrol: Imperial FistsImperial Fists Combat PatrolWhite Dwarf 497Imperial FistsSons of DornDefenders of TerraCompany ChampionAncientCompany VeteransImperial Fists Upgrade FrameCrimson FistsBastion

5 units 2 enhancements 3 stratagems 2 secondaries

Captain Torreus

■ 1 Captain Torreus

This model is equipped with: neo-volkite pistol; power fist

Combat Patrol datasheet32mmInvulnerable 4+
Captain Torreus
M6"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Neo-volkite pistol12"12+502Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Neo-volkite pistol12"12+502Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Finest HourUnit

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

LeaderUnit

Before the battle, at the start of the Declare Battle Formations step, this model must be attached to the following unit: COMPANY HEROES.

Keywords: Infantry, Character, Imperium, Tacticus, Captain, Captain Torreus
Faction Keywords: Space Marines

Company Heroes

■ 1 Ancient
■ 1 Company Champion
■ 2 Company Veterans

The Ancient is equipped with: bolt pistol; bolt rifle; close combat weapon.
The Company Champion is equipped with: bolt pistol; master-crafted power weapon.
One Company Veteran is equipped with: bolt pistol; master-crafted heavy bolter; close combat weapon.
One Company Veteran is equipped with: bolt pistol; master-crafted bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size40mm
Ancient
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC2
Company Champion
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC2
Company Veteran
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC2

Ranged Weapons

Ancient - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt rifle24"23+4-11-
Company Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Company Veteran - Default Wargear
#WeaponRangeABSSAPDAbilities
2Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Master-crafted heavy bolter36"33+5-13Heavy, Sustained Hits 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Master-crafted bolt rifle24"22+4-12Devastating Wounds, Rapid Fire 1
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Ancient - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon53+401-
Company Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon62+5-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Company Veteran - Default Wargear
#WeaponAWSSAPDAbilities
2Close combat weapon53+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt rifle24"23+4-11-
1Master-crafted heavy bolter36"33+5-13Heavy, Sustained Hits 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Master-crafted bolt rifle24"22+4-12Devastating Wounds, Rapid Fire 1
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon53+401-
1Master-crafted power weapon62+5-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Command SquadUnit

While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

Keywords: Infantry, Imperium, Tacticus, Company Heroes
Faction Keywords: Space Marines

Heavy Intercessor Squad

■ 1 Heavy Intercessor Sergeant
■ 4 Heavy Intercessors

The Heavy Intercessor Sergeant is equipped with: bolt pistol; heavy bolt rifle; close combat weapon.
Three Heavy Intercessors are equipped with: bolt pistol; heavy bolt rifle; close combat weapon.
One Heavy Intercessor is equipped with: bolt pistol; heavy bolter; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size40mm
Heavy Intercessor Sergeant
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC2
Heavy Intercessor
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC2

Ranged Weapons

Heavy Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Heavy Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolter36"34+5-12Assault, Heavy, Sustained Hits 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

Heavy Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Heavy Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Heavy bolt rifle30"23+5-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Heavy bolter36"34+5-12Assault, Heavy, Sustained Hits 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Gravis, Heavy Intercessor Squad
Faction Keywords: Space Marines

Intercessor Squad

■ 1 Intercessor Sergeant
■ 4 Intercessors

The Intercessor Sergeant is equipped with: bolt pistol; bolt rifle; close combat weapon.
Three Intercessors are equipped with: bolt pistol; bolt rifle; close combat weapon.
One Intercessor is equipped with: bolt pistol; Astartes grenade launcher; bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Astartes grenade launcher - krak24"13+9-2D3-

Melee Weapons

Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Astartes grenade launcher - krak24"13+9-2D3-

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines

Terminator Squad

■ 1 Terminator Sergeant
■ 4 Terminators

The Terminator Sergeant is equipped with: storm bolter; powerfist.
Two Terminators are equipped with: storm bolter; chainfist.
One Terminator is equipped with: storm bolter; power fist.
One Terminator is equipped with: cyclone missile launcher; storm bolter; power fist

Combat Patrol version — modified abilities, stats, unit size40mmInvulnerable 4+
Terminator Sergeant
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1
Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Terminator Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
1Cyclone missile launcher - frag36"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Cyclone missile launcher - krak36"23+9-2D6-
3Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Terminator Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22-
Terminator - Default Wargear
#WeaponAWSSAPDAbilities
2Power fist33+8-22-
2Chainfist34+8-22Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Cyclone missile launcher - frag36"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Cyclone missile launcher - krak36"23+9-2D6-

Melee Weapons

#WeaponAWSSAPDAbilities
3Power fist33+8-22-
2Chainfist34+8-22Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Imperium, Terminator, Terminator Squad
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Company Heroes: Command Squad While a CHARACTER model is leading this unit, each time an attack targets this unit, subtrac...

    While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Captain Torreus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Captain Torreus: Leader Before the battle, at the start of the Declare Battle Formations step, this model must be at...

    Before the battle, at the start of the Declare Battle Formations step, this model must be attached to the following unit: COMPANY HEROES.

  • Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Captain Torreus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Siege Masters - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability

    WHEN: Your Shooting phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Sustained Hits 2 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Architects of War - 1CP Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover again...

    WHEN:  Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.

Charge

Your Turn
Enhancements
  • Enhancement: Sentinel of Terra You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have alrea...

    You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Transhuman Might - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Enhancements
  • Enhancement: The Imperium’s Sword Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

    Enhancement, either/or choice
Unit Abilities
  • Captain Torreus: Finest Hour Once per battle, at the start of the Fight phase, this model can use this ability. If it doe...

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

Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Transhuman Might - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Wrath of Dorn At the end of your turn, you score 4VP if you control more objective markers than your opponent.

    At the end of your turn, you score 4VP if you control more objective markers than your opponent.

    Secondary objective, either/or choice
  • Secondary: Indomitable Defence At the end of the battle, you score 10VP if you have more models within 3" of the centre of the battlefield than your...

    At the end of the battle, you score 10VP if you have more models within 3" of the centre of the battlefield than your opponent.

    Secondary objective, either/or choice

Enhancement

The Imperium’s Sword

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

Enhancement

Sentinel of Terra

Choose one enhancement for this Combat Patrol.

Either/or choice

You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

Secondary Objective

Wrath of Dorn

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if you control more objective markers than your opponent.

Secondary Objective

Indomitable Defence

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you have more models within 3" of the centre of the battlefield than your opponent.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Transhuman Might1CPbattleTacticFightWHEN: Fight phase
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.
WHEN: Fight phase TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the pha...
Siege Masters1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability
WHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Architects of War1CPbattleTacticShootingWHEN:  Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.
WHEN:  Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army tha...
AbilityProfile TypeDefinitionUsed By
Anti-vehicle 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Terminator Squad / Terminator / Chainfist
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Heavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Heavy bolt rifle; Intercessor Squad / Intercessor / Bolt rifle; Intercessor Squad / Intercessor Sergeant / Bolt rifleHeavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Intercessor Squad / Intercessor / Astartes grenade launcher; Terminator Squad / Terminator / Cyclone missile launcher
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Captain Torreus / Captain Torreus / Neo-volkite pistol; Company Heroes / Company Veteran / Master-crafted bolt rifle
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Company Heroes / Company Veteran / Master-crafted heavy bolter; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Heavy bolt rifle; Intercessor Squad / Intercessor / Bolt rifle; Intercessor Squad / Intercessor Sergeant / Bolt rifleCompany Heroes / Company Veteran / Master-crafted heavy bolter; Heavy Intercessor Squad / Heavy Intercessor / Heavy bolt rifle; Heavy Intercessor S...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Captain Torreus / Captain Torreus / Neo-volkite pistol; Company Heroes / Ancient / Bolt pistol; Company Heroes / Company Champion / Bolt pistol; Company Heroes / Company Veteran / Bolt pistol; Heavy Intercessor Squad / Heavy Intercessor / Bolt pistol; Heavy Intercessor Squad / Heavy Intercessor Sergeant / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistolCaptain Torreus / Captain Torreus / Neo-volkite pistol; Company Heroes / Ancient / Bolt pistol; Company Heroes / Company Champion / Bolt pistol; Co...
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Company Heroes / Company Champion / Master-crafted power weapon
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Company Heroes / Company Veteran / Master-crafted bolt rifle
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Terminator Squad / Terminator / Storm bolter; Terminator Squad / Terminator Sergeant / Storm bolter
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Heavy Intercessor Squad / Heavy Intercessor / Heavy bolter
Sustained Hits 2RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Company Heroes / Company Veteran / Master-crafted heavy bolter
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Shadow Claw Kevarax

Captain Kevarax (1 model)Assault Intercessors with Jump Packs (5 models)Infiltrator Squad (10 models)Invictor Tactical Warsuit (1 model)

Common names:Combat Patrol: Raven GuardRaven Guard Combat PatrolRaven GuardShadow CaptainJump Pack CaptainJump Pack IntercessorsIncursorsKnights of the RavenSpace MarinesSpace MarineMarinesPrimaris

4 units 2 enhancements 3 stratagems 2 secondaries

Captain Kevarax

■ Captain Kevarax

This model is equipped with: heavy bolt pistol; relic weapon.

Combat Patrol datasheet40mmInvulnerable 4+
Captain Kevarax
M12"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Relic weapon62+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Relic weapon62+5-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Angel’s WrathUnit

Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that...

LeaderUnit

This model can be attached to the following unit: ASSAULT INTERCESSORS WITH JUMP PACKS

Keywords: Infantry, Character, Jump Pack, Fly, Imperium, Tacticus, Captain, Captain Kevarax
Faction Keywords: Space Marines

Assault Intercessors with Jump Packs

■ 1 Assault Intercessor Sergeant with Jump Pack
■ 4 Assault Intercessors with Jump Packs

The Assault Intercessor Sergeant with Jump Pack is equipped with: heavy bolt pistol; power weapon.
Each Assault Intercessor with Jump Pack is equipped with: heavy bolt pistol; Astartes chainsword

Combat Patrol version — modified keywords, unit size32mm
Assault Intercessor Sergeant with Jump Pack
M12"
T4
Sv3+
InSV-
W2
Ld6+
OC1
Assault Intercessors with Jump Packs
M12"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Assault Intercessor Sergeant with Jump Pack - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Assault Intercessors with Jump Packs - Default Wargear
#WeaponRangeABSSAPDAbilities
4Heavy bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Assault Intercessor Sergeant with Jump Pack - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
Assault Intercessors with Jump Packs - Default Wargear
#WeaponAWSSAPDAbilities
4Astartes Chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Heavy bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
4Astartes Chainsword43+4-11-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Hammer of WrathUnit

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is w...

Keywords: Infantry, Jump Pack, Fly, Imperium, Tacticus, Assault Intercessors with Jump Packs
Faction Keywords: Space Marines

Infiltrator Squad

■ 1 Infiltrator Sergeant
■ 9 Infiltrators

Every model is equipped with: bolt pistol; marksman bolt carbine; close combat weapon.

Combat Patrol version — modified keywords, unit size32mm
Infiltrator Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1
Infiltrator
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Infiltrator Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Marksman bolt carbine24"23+401Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Infiltrator - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Marksman bolt carbine24"23+401Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

Infiltrator Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
Infiltrator - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

10Marksman bolt carbine24"23+401Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon33+401-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Omni-scramblersUnit

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Patrol SquadsUnit

At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

Keywords: Infantry, Smoke, Imperium, Phobos, Infiltrator Squad
Faction Keywords: Space Marines

Invictor Tactical Warsuit

■ 1 Invictor Tactical Warsuit

This model is equipped with: fragstorm grenade launcher; heavy bolter; twin ironhail autocannon; twin ironhail heavy stubber; Invictor fist.

Combat Patrol version — modified abilities, unit size90mm
Invictor Tactical Warsuit
M8"
T8
Sv3+
InSV-
W12
Ld6+
OC4

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Twin ironhail autocannon48"33+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin ironhail heavy stubber36"33+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Invictor fist53+14-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Twin ironhail autocannon48"33+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin ironhail heavy stubber36"33+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Invictor fist53+14-23-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Scouts 8"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Vehicle, Walker, Imperium, Phobos, Invictor Tactical Warsuit
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Captain Kevarax: Leader This model can be attached to the following unit: ASSAULT INTERCESSORS WITH JUMP PACKS

    This model can be attached to the following unit: ASSAULT INTERCESSORS WITH JUMP PACKS

  • Invictor Tactical Warsuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Invictor Tactical Warsuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Captain Kevarax: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Captain Kevarax: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Assault Intercessors with Jump Packs: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Infiltrator Squad: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Infiltrator Squad: Patrol Squads At the start of the Declare Battle Formations step this unit can be split into two units, ea...

    At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

  • Invictor Tactical Warsuit: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

Opponent’s Turn
Unit Abilities
  • Captain Kevarax: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Stranglehold - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: The Command phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Opponent’s Turn
Patrol Stratagems
  • Stranglehold - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: The Command phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Enhancements
  • Enhancement: Area Denial At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objec...

    At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

    Enhancement, either/or choice
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Captain Kevarax: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Assault Intercessors with Jump Packs: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Infiltrator Squad: Omni-scramblers Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of...

    Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

  • Invictor Tactical Warsuit: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Force Their Hand - 1CP Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a PHOBOS unit.

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One ADEPTUS ASTARTES unit from your army that is within 9" of the enemy unit that just ended that move, and not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a PHOBOS unit.

Shooting

Your Turn
Patrol Stratagems
  • From the Shadows - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase, or the Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Unit Abilities
  • Captain Kevarax: Angel’s Wrath Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength cha...

    Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

  • Assault Intercessors with Jump Packs: Hammer of Wrath Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it,...

    Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • From the Shadows - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase, or the Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Enhancements
  • Enhancement: Deadly Duellist Melee weapons equipped by the bearer have the [LETHAL HITS] ability.

    Melee weapons equipped by the bearer have the [LETHAL HITS] ability.

    Enhancement, either/or choice
Unit Abilities
  • Captain Kevarax: Angel’s Wrath Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength cha...

    Each time this unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Concentrated Wrath You score 2VP each time a model from your army destroys an enemy unit. If that unit was your Oath of Moment target, y...

    You score 2VP each time a model from your army destroys an enemy unit. If that unit was your Oath of Moment target, you score 3VP instead.

    Secondary objective, either/or choice
  • Secondary: Clandestine Infiltration At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield e...

    At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice
Opponent’s Turn
Enhancements
  • Enhancement: Area Denial At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objec...

    At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

    Enhancement, either/or choice

Enhancement

Deadly Duellist

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have the [LETHAL HITS] ability.

Enhancement

Area Denial

Choose one enhancement for this Combat Patrol.

Either/or choice

At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Secondary Objective

Concentrated Wrath

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 2VP each time a model from your army destroys an enemy unit. If that unit was your Oath of Moment target, you score 3VP instead.

Secondary Objective

Clandestine Infiltration

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Stranglehold1CPbattleTacticCommandWHEN: The Command phase.
TARGET: One ADEPTUS ASTARTES unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: The Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Objecti...
From the Shadows1CPbattleTacticShooting, FightWHEN: Your Shooting phase, or the Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
WHEN: Your Shooting phase, or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this p...
Force Their Hand1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One ADEPTUS ASTARTES unit from your army that is within 9" of the enemy unit that just ended that move, and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a PHOBOS unit.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One ADEPTUS ASTARTES unit from you...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Fragstorm grenade launcher
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Infiltrator Squad / Infiltrator / Marksman bolt carbine; Infiltrator Squad / Infiltrator Sergeant / Marksman bolt carbine
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Assault Intercessors with Jump Packs / Assault Intercessor Sergeant with Jump Pack / Heavy bolt pistol; Assault Intercessors with Jump Packs / Assault Intercessors with Jump Packs / Heavy bolt pistol; Captain Kevarax / Captain Kevarax / Heavy bolt pistol; Infiltrator Squad / Infiltrator / Bolt pistol; Infiltrator Squad / Infiltrator Sergeant / Bolt pistolAssault Intercessors with Jump Packs / Assault Intercessor Sergeant with Jump Pack / Heavy bolt pistol; Assault Intercessors with Jump Packs / Assa...
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail heavy stubber
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Heavy bolter
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail autocannon; Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail heavy stubberInvictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail autocannon; Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin iron...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Stormglaive Hunters

Suboden Khan (1 model)Outrider Squad (3 models)Assault Intercessor Squad (5 models)Impulsor (1 model)

Common names:Suboden's SpearpointCombat Patrol: White ScarsWhite Scars Combat PatrolWhite ScarsChogorisSons of the KhanV LegionFirst BrotherhoodSuboden KhanThunderStormtoothSpearpoint

4 units 2 enhancements 3 stratagems 2 secondaries

Suboden Khan

■ 1 Suboden Khan – EPIC HERO

This model is equipped with: heavy bolt pistol; onslaught gatling cannon; Stormtooth; power sword.

Combat Patrol version — modified abilities, keywords, unit size90x52.5mm Oval BaseInvulnerable 4+
Suboden Khan
M12"
T5
Sv3+
InSV4+
W8
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol - Heavy Bolt Pistol18"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Onslaught gatling cannon24"82+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword82+5-21-
1Stormtooth62+6-22Lance, Anti-monster 4+, Anti-vehicle 4+
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol - Heavy Bolt Pistol18"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Onslaught gatling cannon24"82+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword82+5-21-
1Stormtooth62+6-22Lance, Anti-monster 4+, Anti-vehicle 4+
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Spear of ChogorisUnit

This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

LeaderUnit

This model can be attached to the following unit: OUTRIDER SQUAD

Keywords: Mounted, Character, Epic Hero, Imperium, Captain, Suboden Khan
Faction Keywords: Space Marines, White Scars

Outrider Squad

■ 1 Outrider Sergeant
■ 2 Outriders

Every model is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword.

Combat Patrol version — modified abilities, keywords, stats, unit size90x52.5mm Oval Base
Outrider Sergeant
M12"
T5
Sv3+
InSV-
W4
Ld6+
OC2
Outrider
M12"
T5
Sv3+
InSV-
W4
Ld6+
OC2

Ranged Weapons

Outrider Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Twin bolt rifle24"23+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Outrider - Default Wargear
#WeaponRangeABSSAPDAbilities
2Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Twin bolt rifle24"23+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

Outrider Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword43+4-11-
Outrider - Default Wargear
#WeaponAWSSAPDAbilities
2Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Twin bolt rifle24"23+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Astartes chainsword43+4-11-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Turbo-boostUnit

Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models...

Keywords: Mounted, Imperium, Outrider Squad
Faction Keywords: Space Marines

Assault Intercessor Squad

■ 1 Assault Intercessor Sergeant
■ 4 Assault Intercessors

The Assault Intercessor Sergeant is equipped with: plasma pistol; power fist.

Every Assault Intercessor is equipped with: heavy bolt pistol; Astartes chainsword.

Combat Patrol version — modified keywords, unit size32mm
Assault Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Assault Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Assault Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22-
Assault Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist33+8-22-
4Astartes chainsword43+4-11-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Targeted IntercessionUnit

Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objec...

Keywords: Infantry, Battleline, Imperium, Tacticus, Assault Intercessor Squad
Faction Keywords: Space Marines

Impulsor

■ 1 Impulsor

This model is equipped with: bellicatus missile array; ironhail heavy stubber; 2 storm bolters; armoured hull.

Combat Patrol version — modified abilities, stats, unit size100mm
Impulsor
M12"
T9
Sv3+
InSV-
W10
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bellicatus missile array - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Bellicatus missile array - Icarus48"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Bellicatus missile array - krak48"13+8-2D6-
1Ironhail heavy stubber36"33+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bellicatus missile array - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Bellicatus missile array - Icarus48"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Bellicatus missile array - krak48"13+8-2D6-
1Ironhail heavy stubber36"33+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 6Core

Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

TransportUnit

This model has a transport capacity of 6 TACTICUS INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Imperium, Impulsor
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Suboden Khan: Leader This model can be attached to the following unit: OUTRIDER SQUAD

    This model can be attached to the following unit: OUTRIDER SQUAD

  • Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Impulsor: Transport This model has a transport capacity of 6 TACTICUS INFANTRY models.

    This model has a transport capacity of 6 TACTICUS INFANTRY models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Suboden Khan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Suboden Khan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Lightning Debarkation - 1CP Until the end of the turn, your unit is eligible to declare a charge.

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase.
    TARGET: That INFANTRY unit.
    EFFECT: Until the end of the turn, your unit is eligible to declare a charge.

Enhancements
  • Enhancement: Master Rider Each time a model in the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally th...

    Each time a model in the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.

    Enhancement, either/or choice
Unit Abilities
  • Suboden Khan: Spear of Chogoris This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced o...

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

  • Outrider Squad: Turbo-boost Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of...

    Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.

  • Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Quarry of the Khan - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Unit Abilities
  • Suboden Khan: Spear of Chogoris This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced o...

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

  • Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Anti-fly 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Storm Riders - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Enhancements
  • Enhancement: Master Rider Each time a model in the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally th...

    Each time a model in the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Chogorian Storm At the end of the Charge phase, if your SUBODEN KHAN unit made a Charge move that phase, you score 2VP.

    At the end of the Charge phase, if your SUBODEN KHAN unit made a Charge move that phase, you score 2VP.

    Secondary objective, either/or choice
Unit Abilities
  • Suboden Khan: Spear of Chogoris This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced o...

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Storm Riders - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Quarry of the Khan - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Enhancements
  • Enhancement: Savage Hunter Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

    Enhancement, either/or choice
Unit Abilities
  • Assault Intercessor Squad: Targeted Intercession Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Storm Riders - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Unit Abilities
  • Assault Intercessor Squad: Targeted Intercession Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Trophy Takers At the end of the battle, if your opponent’s WARLORD model is destroyed, you score 10VP.

    At the end of the battle, if your opponent’s WARLORD model is destroyed, you score 10VP.

    Secondary objective, either/or choice
Unit Abilities
  • Assault Intercessor Squad: Targeted Intercession Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Opponent’s Turn
Unit Abilities
  • Assault Intercessor Squad: Targeted Intercession Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Enhancement

Master Rider

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.

Enhancement

Savage Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

Secondary Objective

Chogorian Storm

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the Charge phase, if your SUBODEN KHAN unit made a Charge move that phase, you score 2VP.

Secondary Objective

Trophy Takers

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, if your opponent’s WARLORD model is destroyed, you score 10VP.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Storm Riders1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from...
Lightning Debarkation1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase.
TARGET: That INFANTRY unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this pha...
Quarry of the Khan1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this ph...
AbilityProfile TypeDefinitionUsed By
Anti-fly 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Impulsor / Impulsor / Bellicatus missile array
Anti-monster 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Suboden Khan / Suboden Khan / Stormtooth
Anti-vehicle 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Suboden Khan / Suboden Khan / Stormtooth
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Impulsor / Impulsor / Bellicatus missile array
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Suboden Khan / Suboden Khan / Onslaught gatling cannon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Suboden Khan / Suboden Khan / Stormtooth
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Assault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol; Outrider Squad / Outrider / Heavy bolt pistol; Outrider Squad / Outrider Sergeant / Heavy bolt pistol; Suboden Khan / Suboden Khan / Heavy bolt pistolAssault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol; Outr...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Impulsor / Impulsor / Storm bolter
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Impulsor / Impulsor / Ironhail heavy stubber
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Outrider Squad / Outrider / Twin bolt rifle; Outrider Squad / Outrider Sergeant / Twin bolt rifle
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Strike Force Octavius

Captain Octavius (1 model)Librarian Tantus (1 model)Terminator Squad (5 models)Infernus Squad (5 models)

Common names:Combat Patrol: Space MarinesLeviathan / Combat Patrol: Space MarinesSpace Marines Combat PatrolAdeptus Astartes Combat PatrolLeviathan Space MarinesBoys in BlueSpace MarinesSpace MarineMarinesPrimarisCodex MarinesAstartes

4 units 2 enhancements 3 stratagems 2 secondaries

Captain Octavius

CAPTAIN OCTAVIUS (1 MODEL)

■ This model is equipped with: storm bolter; relic weapon.

Combat Patrol datasheet50mmInvulnerable 4+
Captain Octavius
M5"
T5
Sv2+
InSV4+
W6
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Relic weapon62+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Relic weapon62+5-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Unstoppable ValourUnit

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

LeaderUnit

This model can be attached to the following unit: 

■ TERMINATOR SQUAD
This model can be attached to the following unit:  ■ TERMINATOR SQUAD

Keywords: Infantry, Character, Imperium, Terminator, Captain, Octavius
Faction Keywords: Space Marines

Librarian Tantus

LIBRARIAN TANTUS (1 MODEL)

■ This model is equipped with: Smite; storm bolter; force weapon.

Combat Patrol datasheet40mmInvulnerable 4+
Librarian Tantus
M5"
T5
Sv2+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Veil of Time [Psychic]Unit

While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

LeaderUnit

This model can be attached to the following unit: 

■ TERMINATOR SQUAD
This model can be attached to the following unit:  ■ TERMINATOR SQUAD

Keywords: Infantry, Character, Psyker, Imperium, Terminator, Librarian Tantus
Faction Keywords: Space Marines

Infernus Squad

INFERNUS SQUAD (5 MODELS)

■ Every model is equipped with: bolt pistol; pyreblaster; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Infernus marine
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Imperium, Tacticus, Infernus Squad
Faction Keywords: Space Marines

Terminator Squad

TERMINATOR SQUAD (5 MODELS)

■ The Terminator Sergeant is equipped with: storm bolter; power weapon.
■ 1 Terminator is equipped with: assault cannon; power fist.
■ 3 Terminators are equipped with: storm bolter; power fist.

Combat Patrol version — modified abilities, stats, unit size40mmInvulnerable 4+
Terminator Sergeant
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1
Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Terminator Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
1Assault cannon24"63+601Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

3Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Terminator Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
Terminator - Default Wargear
#WeaponAWSSAPDAbilities
4Power fist33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Assault cannon24"63+601Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
4Power fist33+8-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Fury of the FirstUnit

Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit roll.

Keywords: Infantry, Imperium, Terminator, Terminator Squad
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Captain Octavius: Leader This model can be attached to the following unit:  ■ TERMINATOR SQUAD

    This model can be attached to the following unit: 

    ■ TERMINATOR SQUAD

  • Librarian Tantus: Veil of Time [Psychic] While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAI...

    While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

  • Librarian Tantus: Leader This model can be attached to the following unit:  ■ TERMINATOR SQUAD

    This model can be attached to the following unit: 

    ■ TERMINATOR SQUAD

  • Terminator Squad: Fury of the First Each time a model in this unit makes an attack that targets your Oath of Moment target, add...

    Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Captain Octavius: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Captain Octavius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Librarian Tantus: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Librarian Tantus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Captain Octavius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Librarian Tantus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Overwhelming Force - 1CP That objective marker is secured by you (see Securing Objective Markers in the main rules for Combat Patrol...

    WHEN: End of your Command phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that is within range of an objective marker you control.
    EFFECT: That objective marker is secured by you (see Securing Objective Markers in the main rules for Combat Patrol missions).

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Captain Octavius: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Librarian Tantus: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Gene-Wrought Resilience - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Your Turn
Unit Abilities
  • Captain Octavius: Unstoppable Valour You can re-roll Charge rolls made for this model’s unit.

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

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Gene-Wrought Resilience - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Veteran Instincts - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase.
    TARGET: One TERMINATOR unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Enhancements
  • Enhancement: Champion Duellist The bearer’s melee weapons have the [PRECISION] and [LETHAL HITS] abilities.

    The bearer’s melee weapons have the [PRECISION] and [LETHAL HITS] abilities.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Gene-Wrought Resilience - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Veteran Instincts - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase.
    TARGET: One TERMINATOR unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Oathsworn Determination Improve the Objective Control characteristic of models in the bearer’s unit by 1.

    Improve the Objective Control characteristic of models in the bearer’s unit by 1.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Wrath of the Emperor At the end of each phase, you score 2VP if your CAPTAIN model destroyed one or more enemy models that phase.

    At the end of each phase, you score 2VP if your CAPTAIN model destroyed one or more enemy models that phase.

    Secondary objective, either/or choice
  • Secondary: Shock Tactics At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent contr...

    At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

    Secondary objective, either/or choice

Enhancement

Champion Duellist

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s melee weapons have the [PRECISION] and [LETHAL HITS] abilities.

Enhancement

Oathsworn Determination

Choose one enhancement for this Combat Patrol.

Either/or choice

Improve the Objective Control characteristic of models in the bearer’s unit by 1.

Secondary Objective

Wrath of the Emperor

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 2VP if your CAPTAIN model destroyed one or more enemy models that phase.

Secondary Objective

Shock Tactics

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Gene-Wrought Resilience1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from...
Veteran Instincts1CPbattleTacticFightWHEN: Fight phase.
TARGET: One TERMINATOR unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.
WHEN: Fight phase. TARGET: One TERMINATOR unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, e...
Overwhelming Force1CPbattleTacticCommandWHEN: End of your Command phase.
TARGET: One ADEPTUS ASTARTES unit from your army that is within range of an objective marker you control.
EFFECT: That objective marker is secured by you (see Securing Objective Markers in the main rules for Combat Patrol missions).
WHEN: End of your Command phase. TARGET: One ADEPTUS ASTARTES unit from your army that is within range of an objective marker you control. EFFECT:...
AbilityProfile TypeDefinitionUsed By
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Librarian Tantus / Librarian Tantus / Smite; Terminator Squad / Terminator / Assault cannon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Librarian Tantus / Librarian Tantus / Smite
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Infernus Squad / Infernus marine / Pyreblaster
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Infernus Squad / Infernus marine / Bolt pistol
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Librarian Tantus / Librarian Tantus / Force weapon; Librarian Tantus / Librarian Tantus / Smite
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Captain Octavius / Captain Octavius / Storm bolter; Librarian Tantus / Librarian Tantus / Storm bolter; Terminator Squad / Terminator / Storm bolter; Terminator Squad / Terminator Sergeant / Storm bolterCaptain Octavius / Captain Octavius / Storm bolter; Librarian Tantus / Librarian Tantus / Storm bolter; Terminator Squad / Terminator / Storm bolte...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Infernus Squad / Infernus marine / Pyreblaster
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Astartes

Strike Team Solarien

Infiltrator Squad (10 models)Lieutenant Solarien (1 model)Suppressor Squad (3 models)Librarian Xarius (1 model)

Common names:Raven GuardVanguard Space MarinesVanguard Task ForceWhite Dwarf 496Combat Patrol: Space Marines PhobosPhobos LibrarianLieutenant in Phobos ArmourInfiltratorsOrevisCombat Patrol: Space MarinesSons of CoraxStealth Marines

4 units 2 enhancements 3 stratagems 2 secondaries

Lieutenant Solarien

LIEUTENANT SOLARIEN (1 MODEL)

■ This model is equipped with: bolt pistol; master-crafted bolt carbine; paired combat blades.

Combat Patrol datasheet40mm
Lieutenant Solarien
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Master-crafted bolt carbine24"22+402-

Melee Weapons

#WeaponAWSSAPDAbilities
1Paired combat blades52+401Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Master-crafted bolt carbine24"22+402-

Melee Weapons

#WeaponAWSSAPDAbilities
1Paired combat blades52+401Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Strategic DispersalUnit

In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal mov...

LeaderUnit

This model can be attached to the following unit:

■ INFILTRATOR SQUAD
This model can be attached to the following unit: ■ INFILTRATOR SQUAD

Keywords: Infantry, Character, Imperium, Phobos, Lieutenant, Lieutenant Solarien
Faction Keywords: Space Marines

Librarian Xarius

LIBRARIAN XARIUS (1 MODEL)

■ This model is equipped with: bolt pistol; Smite; force weapon.

Combat Patrol datasheet40mm
Librarian Xarius
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Shrouding [Psychic]Unit

While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the attacking model is within 12".While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the atta...

LeaderUnit

This model can be attached to the following unit:

■ INFILTRATOR SQUAD
This model can be attached to the following unit: ■ INFILTRATOR SQUAD

Keywords: Infantry, Character, Psyker, Imperium, Phobos, Librarian, Librarian Xarius
Faction Keywords: Space Marines

Infiltrator Squad

INFILTRATOR SQUAD (10 MODELS)

■ Every model is equipped with: bolt pistol; marksman bolt carbine; close combat weapon.

Combat Patrol version — modified keywords, stats, unit size32mm
Infiltrator
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

10Marksman bolt carbine24"23+401Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

10Marksman bolt carbine24"23+401Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon33+401-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Omni-scramblersUnit

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Smoke, Imperium, Phobos, Infiltrator Squad
Faction Keywords: Space Marines

Suppressor Squad

SUPPRESSOR SQUAD (3 MODELS)

■ Every model is equipped with: accelerator autocannon; bolt pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size40mm
Suppressor
M12"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Accelerator autocannon48"34+8-12Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

3Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Accelerator autocannon48"34+8-12Heavy
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

3Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Suppression FireUnit

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an accelerator autocannon. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an accelerator autocannon. Un...

Keywords: Infantry, Smoke, Jump Pack, Fly, Imperium, Suppressor Squad
Faction Keywords: Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Stealthy Hunter The bearer has the Lone Operative and Stealth abilities, and its master-crafted bolt carbine has the [ANTI-INFANTRY 4...

    The bearer has the Lone Operative and Stealth abilities, and its master-crafted bolt carbine has the [ANTI-INFANTRY 4+], [DEVASTATING WOUNDS] and [PRECISION] abilities.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Lieutenant Solarien: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Lieutenant Solarien: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Lieutenant Solarien: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Lieutenant Solarien: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Lieutenant Solarien: Leader This model can be attached to the following unit: ■ INFILTRATOR SQUAD

    This model can be attached to the following unit:

    ■ INFILTRATOR SQUAD

  • Librarian Xarius: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Librarian Xarius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Librarian Xarius: Leader This model can be attached to the following unit: ■ INFILTRATOR SQUAD

    This model can be attached to the following unit:

    ■ INFILTRATOR SQUAD

  • Infiltrator Squad: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Infiltrator Squad: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Lieutenant Solarien: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Librarian Xarius: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Vanguard Strike - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: The Command phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Opponent’s Turn
Patrol Stratagems
  • Vanguard Strike - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: The Command phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Enhancements
  • Enhancement: Auto-choral Resonators At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objec...

    At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

    Enhancement, either/or choice
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Lieutenant Solarien: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Lieutenant Solarien: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Lieutenant Solarien: Strategic Dispersal In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.

  • Infiltrator Squad: Omni-scramblers Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of...

    Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Rapid Repositioning - 1CP Your unit can make a Normal move of up to 3".

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One PHOBOS unit from your army that is within 9" of that unit and not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can make a Normal move of up to 3".

Shooting

Your Turn
Patrol Stratagems
  • Giantslayer Doctrine - 1CP Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by mod...

    WHEN: Your Shooting phase.
    TARGET: One SUPPRESSOR SQUAD unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Unit Abilities
  • Lieutenant Solarien: Strategic Dispersal In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.

  • Librarian Xarius: Shrouding [Psychic] While this model is leading a unit, models in that unit have the Stealth ability and that un...

    While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the attacking model is within 12".

  • Suppressor Squad: Suppression Fire In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more o...

    In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an accelerator autocannon. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Unit Abilities
  • Lieutenant Solarien: Strategic Dispersal In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Reconnaissance in Force From the second battle round onwards, at the end of your turn: • You score 2VP if you control at least one objective...

    From the second battle round onwards, at the end of your turn:

    • You score 2VP if you control at least one objective marker in No Man’s Land and you control the same number of objective markers in No Man’s Land as your opponent does.
    • You score 4VP if you control at least one objective marker in No Man’s Land and you control more objective markers in No Man’s Land than your opponent does.

    Secondary objective, either/or choice
  • Secondary: Pinpoint Purge You score 2VP each time a model from your army destroys an enemy unit with a ranged attack. If that unit was your Oat...

    You score 2VP each time a model from your army destroys an enemy unit with a ranged attack. If that unit was your Oath of Moment target, you score 3VP instead.

    Secondary objective, either/or choice
Opponent’s Turn
Enhancements
  • Enhancement: Auto-choral Resonators At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objec...

    At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

    Enhancement, either/or choice

Enhancement

Auto-choral Resonators

Choose one enhancement for this Combat Patrol.

Either/or choice

At the end of your Command phase, if the bearer’s unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Enhancement

Stealthy Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities, and its master-crafted bolt carbine has the [ANTI-INFANTRY 4+], [DEVASTATING WOUNDS] and [PRECISION] abilities.

Secondary Objective

Reconnaissance in Force

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn:

• You score 2VP if you control at least one objective marker in No Man’s Land and you control the same number of objective markers in No Man’s Land as your opponent does.
• You score 4VP if you control at least one objective marker in No Man’s Land and you control more objective markers in No Man’s Land than your opponent does.

Secondary Objective

Pinpoint Purge

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 2VP each time a model from your army destroys an enemy unit with a ranged attack. If that unit was your Oath of Moment target, you score 3VP instead.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Vanguard Strike1CPbattleTacticCommandWHEN: The Command phase.
TARGET: One ADEPTUS ASTARTES unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: The Command phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Objecti...
Giantslayer Doctrine1CPstrategicPloyShootingWHEN: Your Shooting phase.
TARGET: One SUPPRESSOR SQUAD unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
WHEN: Your Shooting phase. TARGET: One SUPPRESSOR SQUAD unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Rapid Repositioning1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One PHOBOS unit from your army that is within 9" of that unit and not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move of up to 3".
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One PHOBOS unit from your army tha...
AbilityProfile TypeDefinitionUsed By
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Librarian Xarius / Librarian Xarius / Smite
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Librarian Xarius / Librarian Xarius / Smite
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Infiltrator Squad / Infiltrator / Marksman bolt carbine; Suppressor Squad / Suppressor / Accelerator autocannon
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Infiltrator Squad / Infiltrator / Bolt pistol; Librarian Xarius / Librarian Xarius / Bolt pistol; Lieutenant Solarien / Lieutenant Solarien / Bolt pistol; Suppressor Squad / Suppressor / Bolt pistolInfiltrator Squad / Infiltrator / Bolt pistol; Librarian Xarius / Librarian Xarius / Bolt pistol; Lieutenant Solarien / Lieutenant Solarien / Bolt...
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Librarian Xarius / Librarian Xarius / Force weapon; Librarian Xarius / Librarian Xarius / Smite
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Lieutenant Solarien / Lieutenant Solarien / Paired combat blades
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Custodes

Guardians of the Throne

Shield-Captain Tyvan (1 model)Prosecutors (5 models)Vigilators (5 models)Custodian Guard (4 models)Vertus Praetors (3 models)

Common names:Combat Patrol: Adeptus Custodes (Old)Shield-CaptainDawneagle JetbikeSisters of SilenceTalons of the EmperorVexilius PraetorCustodesGolden BoysThe Ten ThousandThe Emperor's BodyguardShield-Captain TyvanProsecutors

5 units 2 enhancements 3 stratagems 2 secondaries

Shield-Captain Tyvan

Shield-Captain Tyvan (1 model)

■ This model is equipped with: sentinel blade; praesidium shield.

Combat Patrol datasheet40mmInvulnerable 4+
Shield-Captain Tyvan
M6"
T6
Sv2+
InSV4+
W6
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Sentinel blade72+6-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Sentinel blade72+6-21-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Martial Ka’tahFaction

At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah...See Army Rule: Martial Ka’tah

LeaderUnit

This model can be attached to the following unit: 

■ CUSTODIAN GUARD
This model can be attached to the following unit:  ■ CUSTODIAN GUARD

Keywords: Infantry, Character, Imperium, Shield-Captain, Tyvan
Faction Keywords: Adeptus Custodes

Vertus Praetors

Vertus Praetors (3 models)

■ Every model is equipped with: Vertus hurricane bolter; interceptor lance.

Combat Patrol version — modified abilities, stats, unit size75 x 42mm Oval BaseInvulnerable 4+
Vertus Praetor
M12"
T6
Sv2+
InSV4+
W4
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Vertus hurricane bolter18"32+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Interceptor lance52+7-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Vertus hurricane bolter18"32+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Interceptor lance52+7-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

Martial Ka’tahFaction

At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah...See Army Rule: Martial Ka’tah

Keywords: Mounted, Fly, Imperium, Vertus Praetors
Faction Keywords: Adeptus Custodes

Custodian Guard

Custodian Guard (4 models)

■ 2 models are equipped with: guardian spear.
■ 1 model is equipped with: misericordia, praesidium shield; vexilla.
■ 1 model is equipped with: sentinel blade; praesidium shield.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Custodian Guard
M6"
T6
Sv2+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Guardian spear52+7-22-
1Misericordia52+5-21-
1Sentinel blade52+6-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Guardian spear52+7-22-
1Misericordia52+5-21-
1Sentinel blade52+6-21-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Martial Ka’tahFaction

At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah...See Army Rule: Martial Ka’tah

Stand VigilUnit

Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead.Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you...

Keywords: Infantry, Battleline, Imperium, Custodian Guard
Faction Keywords: Adeptus Custodes

Prosecutors

Prosecutors (5 models)

■ Every model is equipped with: boltgun; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Prosecutor
M6"
T3
Sv3+
InSV-
W1
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon23+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Boltgun24"13+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon23+301-

Abilities

Purity of ExecutionUnit

Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack has the [PRECISION] and [DEVASTATING WOUNDS] abilities.

Keywords: Infantry, Battleline, Imperium, Anathema Psykana, Prosecutors
Faction Keywords: Adeptus Custodes

Vigilators

Vigilators (5 models)

■ Every model is equipped with: executioner greatblade.

Combat Patrol version — modified abilities, stats, unit size32mm
Vigilator
M6"
T3
Sv3+
InSV-
W1
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Executioner greatblade23+5-22Anti-psyker 4+, Devastating Wounds
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Executioner greatblade23+5-22Anti-psyker 4+, Devastating Wounds
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Deft ParryUnit

Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Keywords: Infantry, Imperium, Anathema Psykana, Vigilators
Faction Keywords: Adeptus Custodes

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Wrath of the Host - 1CP Until the end of the battle, ranged weapons equipped by ADEPTUS CUSTODES models from your army have the [SU...

    WHEN: Any phase.
    TARGET: One SHIELD-CAPTAIN model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: Until the end of the battle, ranged weapons equipped by ADEPTUS CUSTODES models from your army have the [SUSTAINED HITS 1] ability while targeting that enemy model’s unit.

Enhancements
  • Enhancement: Blade of the Vaults Each time the bearer makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that atta...

    Each time the bearer makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

    Enhancement, either/or choice
Unit Abilities
  • Shield-Captain Tyvan: Leader This model can be attached to the following unit:  ■ CUSTODIAN GUARD

    This model can be attached to the following unit: 

    ■ CUSTODIAN GUARD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Wrath of the Host - 1CP Until the end of the battle, ranged weapons equipped by ADEPTUS CUSTODES models from your army have the [SU...

    WHEN: Any phase.
    TARGET: One SHIELD-CAPTAIN model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: Until the end of the battle, ranged weapons equipped by ADEPTUS CUSTODES models from your army have the [SUSTAINED HITS 1] ability while targeting that enemy model’s unit.

Before Battle

Your Turn
Unit Abilities
  • Shield-Captain Tyvan: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Shield-Captain Tyvan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Custodian Guard: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Shield-Captain Tyvan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Gilded Magnificence - 2CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: Your Command phase.
    TARGET: One ADEPTUS CUSTODES unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Movement

Your Turn
Enhancements
  • Enhancement: Auramite Thunderbolt You can re-roll Advance and Charge rolls made for the bearer’s unit.

    You can re-roll Advance and Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Unit Abilities
  • Shield-Captain Tyvan: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Custodian Guard: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Tireless Pursuit - 1CP If your unit is not within Engagement Range of one or more enemy models, it can make a Normal move.

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.
    TARGET: One ADEPTUS CUSTODES INFANTRY unit from your army that was within Engagement Range of that enemy unit at the start of the phase.
    EFFECT: If your unit is not within Engagement Range of one or more enemy models, it can make a Normal move.

Shooting

Your Turn
Unit Abilities
  • Prosecutors: Purity of Execution Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack...

    Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack has the [PRECISION] and [DEVASTATING WOUNDS] abilities.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Enhancements
  • Enhancement: Auramite Thunderbolt You can re-roll Advance and Charge rolls made for the bearer’s unit.

    You can re-roll Advance and Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Army Rules
  • Martial Ka’tah At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the en...

    At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.

  • Martial Ka’tah Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

  • Martial Ka’tah Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

    Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Unit Abilities
  • Vigilators: Deft Parry Each time a melee attack targets this unit, subtract 1 from the Hit roll.

    Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Vigilators: Deft Parry Each time a melee attack targets this unit, subtract 1 from the Hit roll.

    Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Guardian of the Realm At the end of each phase, you score 1VP if your SHIELD-CAPTAIN model destroyed one or more enemy models that phase. I...

    At the end of each phase, you score 1VP if your SHIELD-CAPTAIN model destroyed one or more enemy models that phase. If any of those enemy models’ units started that phase within range of an objective marker, you score 2VP instead.

    Secondary objective, either/or choice
  • Secondary: Drive the Talons Deep From the second battle round onwards, at the end of your opponent’s turn, you score 3VP if one or more ADEPTUS CUSTOD...

    From the second battle round onwards, at the end of your opponent’s turn, you score 3VP if one or more ADEPTUS CUSTODES units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice
Unit Abilities
  • Custodian Guard: Stand Vigil Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit i...

    Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead.

Enhancement

Auramite Thunderbolt

Choose one enhancement for this Combat Patrol.

Either/or choice

You can re-roll Advance and Charge rolls made for the bearer’s unit.

Enhancement

Blade of the Vaults

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

Secondary Objective

Guardian of the Realm

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 1VP if your SHIELD-CAPTAIN model destroyed one or more enemy models that phase. If any of those enemy models’ units started that phase within range of an objective marker, you score 2VP instead.

Secondary Objective

Drive the Talons Deep

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your opponent’s turn, you score 3VP if one or more ADEPTUS CUSTODES units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Martial Ka’tah

At the start of the Fight phase, select one Ka’tah Stance from the list below to be active for your army until the end of the phase. While a Ka’tah Stance is active for your army, each unit from your army with this ability gains the relevant ability.

Dacatarai Stance

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Rendax Stance

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

NameCPCategoryPhasesRules
Wrath of the Host1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase.
TARGET: One SHIELD-CAPTAIN model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Until the end of the battle, ranged weapons equipped by ADEPTUS CUSTODES models from your army have the [SUSTAINED HITS 1] ability while targeting that enemy model’s unit.
WHEN: Any phase. TARGET: One SHIELD-CAPTAIN model from your army that was just destroyed by an attack made by an enemy model. You can use this Stra...
Gilded Magnificence2CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One ADEPTUS CUSTODES unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: Your Command phase. TARGET: One ADEPTUS CUSTODES unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Object...
Tireless Pursuit1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.
TARGET: One ADEPTUS CUSTODES INFANTRY unit from your army that was within Engagement Range of that enemy unit at the start of the phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy models, it can make a Normal move.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. TARGET: One ADEPTUS CUSTODES INFANTRY unit from your army tha...
AbilityProfile TypeDefinitionUsed By
Anti-psyker 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Vigilators / Vigilator / Executioner greatblade
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Custodian Guard / Custodian Guard / Guardian spear; Custodian Guard / Custodian Guard / Sentinel blade; Shield-Captain Tyvan / Shield-Captain Tyvan / Sentinel bladeCustodian Guard / Custodian Guard / Guardian spear; Custodian Guard / Custodian Guard / Sentinel blade; Shield-Captain Tyvan / Shield-Captain Tyvan...
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Vigilators / Vigilator / Executioner greatblade
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Vertus Praetors / Vertus Praetor / Interceptor lance
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Custodian Guard / Custodian Guard / Sentinel blade; Shield-Captain Tyvan / Shield-Captain Tyvan / Sentinel blade
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Prosecutors / Prosecutor / Boltgun
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Vertus Praetors / Vertus Praetor / Vertus hurricane bolter
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Vertus Praetors / Vertus Praetor / Vertus hurricane bolter
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Custodes

Tristraen’s Gilded Blades

Custodian Wardens (3 models)Tristraen (1 model)Custodian Guard (3 models)Allarus Custodians (2 models)

Common names:Combat Patrol: Adeptus Custodes (New)Blade ChampionCastellan axeguardian spearAdeptus Custodes 2024 Combat PatrolCustodesTalons of the EmperorGolden BoysThe Ten ThousandThe Emperor's BodyguardCustodian WardensTristraen

4 units 2 enhancements 3 stratagems 2 secondaries

Tristraen

TRISTRAEN (1 MODEL)

■ This model is equipped with: vaultswords

Combat Patrol datasheet40mmInvulnerable 4+
Tristraen
M6"
T6
Sv2+
InSV4+
W6
Ld6+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
1Vaultswords - Behemor62+7-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Vaultswords - Hurricanis92+5-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Vaultswords - Victus52+6-33Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Vaultswords - Behemor62+7-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Vaultswords - Hurricanis92+5-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Vaultswords - Victus52+6-33Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Martial Ka’tahFaction

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making...See Army Rule: Martial Ka’tah

Keywords: Infantry, Character, Imperium, Blade Champion, Tristraen
Faction Keywords: Adeptus Custodes

Custodian Guard

CUSTODIAN GUARD (3 MODELS)

■ Every model is equipped with: sentinel blade; praesidium shield

Combat Patrol version — modified abilities, keywords, unit size40mmInvulnerable 4+
Custodian Guard
M6"
T6
Sv2+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Sentinel blade52+6-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Sentinel blade12"22+4-12Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Sentinel blade52+6-21-

Abilities

Martial Ka’tahFaction

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making...See Army Rule: Martial Ka’tah

Keywords: Infantry, Imperium, Custodian Guard
Faction Keywords: Adeptus Custodes

Custodian Wardens

CUSTODIAN WARDENS (3 MODELS)

■ 1 model is equipped with: castellan axe.
■ 2 models are equipped with: guardian spear.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Custodian Warden
M6"
T6
Sv2+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Castellan axe - ranged24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

2Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Castellan axe - melee42+9-13-
2Guardian spear52+7-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Castellan axe - ranged24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

2Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Castellan axe - melee42+9-13-
2Guardian spear52+7-22-

Abilities

Martial Ka’tahFaction

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making...See Army Rule: Martial Ka’tah

Keywords: Infantry, Imperium, Custodian Wardens
Faction Keywords: Adeptus Custodes

Allarus Custodians

ALLARUS CUSTODIANS (2 MODELS)

■ Every model is equipped with: balistus grenade launcher; guardian spear.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Allarus Custodian
M5"
T7
Sv2+
InSV4+
W4
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Balistus grenade launcher18"D62+4-11Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Guardian spear52+7-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Balistus grenade launcher18"D62+4-11Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Guardian spear24"22+4-12Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Guardian spear52+7-22-

Abilities

Martial Ka’tahFaction

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making...See Army Rule: Martial Ka’tah

Keywords: Infantry, Terminator, Imperium, Allarus Custodians
Faction Keywords: Adeptus Custodes

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Warrior Exemplar Each time the bearer destroys an enemy unit, roll one D6: on a 3+, you gain 1CP.

    Each time the bearer destroys an enemy unit, roll one D6: on a 3+, you gain 1CP.

    Enhancement, either/or choice

Movement

Your Turn
Patrol Stratagems
  • Inescapable Vengeance - 1CP Until the end of the phase, add 2 to Advance rolls made for your unit.

    WHEN: Your Movement phase.
    TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to move this phase.
    EFFECT: Until the end of the phase, add 2 to Advance rolls made for your unit.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Overawing Magnificence - 1CP That enemy unit must take a Leadership test. If that test is failed, until the end of the phase, subtract 2...

    WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
    TARGET: One ADEPTUS CUSTODES unit that was selected as a target of that charge.
    EFFECT: That enemy unit must take a Leadership test. If that test is failed, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • The Gilded Spear - 1CP Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" inste...

    WHEN: Fight phase.
    TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".

Army Rules
  • Martial Ka’tah Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until...

    Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:

  • Martial Ka’tah Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

  • Martial Ka’tah Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

    Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • The Gilded Spear - 1CP Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" inste...

    WHEN: Fight phase.
    TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Watchman of Terra While the bearer is within Engagement Range of one or more enemy units, it has an Objective Control characteristic of 4.

    While the bearer is within Engagement Range of one or more enemy units, it has an Objective Control characteristic of 4.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Raise the Vexillas From the third battle round onwards, at the end of your turn, you score 3VP if you control the objective marker close...

    From the third battle round onwards, at the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you also control the objective marker closest to your battlefield edge.

    Secondary objective, either/or choice
  • Secondary: Victory’s Price ■ Each time an enemy unit is destroyed, you score 3VP. ■ Each time an ADEPTUS CUSTODES model from your army is destro...

    ■ Each time an enemy unit is destroyed, you score 3VP.
    ■ Each time an ADEPTUS CUSTODES model from your army is destroyed, you lose 1VP (to a minimum of 0VP).

    Secondary objective, either/or choice

Enhancement

Watchman of Terra

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is within Engagement Range of one or more enemy units, it has an Objective Control characteristic of 4.

Enhancement

Warrior Exemplar

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer destroys an enemy unit, roll one D6: on a 3+, you gain 1CP.

Secondary Objective

Raise the Vexillas

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the third battle round onwards, at the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you also control the objective marker closest to your battlefield edge.

Secondary Objective

Victory’s Price

Choose one secondary objective for this Combat Patrol.

Either/or choice

■ Each time an enemy unit is destroyed, you score 3VP.
■ Each time an ADEPTUS CUSTODES model from your army is destroyed, you lose 1VP (to a minimum of 0VP).

Martial Ka’tah

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:

Dacatarai Stance

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Rendax Stance

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

NameCPCategoryPhasesRules
The Gilded Spear1CPbattleTacticFightWHEN: Fight phase.
TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".
WHEN: Fight phase. TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the ph...
Inescapable Vengeance1CPstrategicPloyMovementWHEN: Your Movement phase.
TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2 to Advance rolls made for your unit.
WHEN: Your Movement phase. TARGET: One ADEPTUS CUSTODES unit from your army that has not been selected to move this phase. EFFECT: Until the end of...
Overawing Magnificence1CPbattleTacticChargeWHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.
TARGET: One ADEPTUS CUSTODES unit that was selected as a target of that charge.
EFFECT: That enemy unit must take a Leadership test. If that test is failed, until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge. TARGET: One ADEPTUS CUSTODES unit that was selected as a target of...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Allarus Custodians / Allarus Custodian / Guardian spear; Custodian Guard / Custodian Guard / Sentinel blade; Custodian Wardens / Custodian Warden / Castellan axe; Custodian Wardens / Custodian Warden / Guardian spearAllarus Custodians / Allarus Custodian / Guardian spear; Custodian Guard / Custodian Guard / Sentinel blade; Custodian Wardens / Custodian Warden /...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Allarus Custodians / Allarus Custodian / Balistus grenade launcher
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Tristraen / Tristraen / Vaultswords
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Custodian Guard / Custodian Guard / Sentinel blade
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Tristraen / Tristraen / Vaultswords
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Tristraen / Tristraen / Vaultswords
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Mechanicus

Maniple Verask-Alpha

Enginseer Verask (1 model)Skitarii Rangers (10 models)Kataphron Destroyers (3 models)Onager Dunecrawler (1 model)

Common names:Tech-Priest EnginseerAdeptus Mechanicus old Combat PatrolCombat Patrol: Adeptus Mechanicus (Old)AdMechMechanicusSkitariiCult MechanicusCogsTech-PriestsOmnissiahEnginseer VeraskSkitarii Rangers

4 units 2 enhancements 3 stratagems 2 secondaries

Enginseer Verask

Enginseer Verask (1 model)

■ This model is equipped with: Mechanicus pistol; Omnissian axe; servo-arm.

Combat Patrol datasheet32mmInvulnerable 5+
Enginseer Verask
M6"
T4
Sv3+
InSV5+
W3
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"13+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian axe34+6-22-
1Servo-arm14+6-22Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"13+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian axe34+6-22-
1Servo-arm14+6-22Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

EnginseerUnit

While this model is within 3" of one or more friendly ADEPTUS MECHANICUS VEHICLE units, unless it is leading a unit, this model has the Lone Operative ability.While this model is within 3" of one or more friendly ADEPTUS MECHANICUS VEHICLE units, unless it is leading a unit, this model has the Lone Operat...

Omnissiah’s BlessingUnit

In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per Command phase.In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds. Each model ca...

LeaderUnit

This model can be attached to the following unit: SKITARII RANGERS

Keywords: Infantry, Character, Tech-Priest, Imperium, Enginseer, Verask
Faction Keywords: Adeptus Mechanicus

Skitarii Rangers

Skitarii Rangers (10 models)

■ 1 Skitarii Ranger Alpha is equipped with: Mechanicus pistol; Alpha combat weapon.
■ 6 Skitarii Rangers are equipped with: galvanic rifle; close combat weapon.
■ 1 Skitarii Ranger is equipped with: galvanic rifle; close combat weapon; enhanced data-tether.
■ 1 Skitarii Ranger is equipped with: arc rifle; close combat weapon.
■ 1 Skitarii Ranger is equipped with: transuranic arquebus; close combat weapon.

Combat Patrol version — modified abilities, stats, unit sizeSkitarii Rangers: 25mm Transuranic Arquebus: 60 x 35.5mm Oval BaseInvulnerable 6+
Skitarii Ranger Alpha
M6"
T3
Sv5+
InSV6+
W1
Ld7+
OC2
Skitarii Ranger
M6"
T3
Sv5+
InSV6+
W1
Ld7+
OC2

Ranged Weapons

Skitarii Ranger Alpha - Default Wargear
#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Skitarii Ranger - Default Wargear
#WeaponRangeABSSAPDAbilities
7Galvanic rifle30"24+401-
1Arc rifle30"14+8-1D3Anti-vehicle 4+, Devastating Wounds, Rapid Fire 1
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Transuranic arquebus36"14+7-2D3Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

Skitarii Ranger Alpha - Default Wargear
#WeaponAWSSAPDAbilities
1Alpha combat weapon24+5-11-
Skitarii Ranger - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Galvanic rifle30"24+401-
1Arc rifle30"14+8-1D3Anti-vehicle 4+, Devastating Wounds, Rapid Fire 1
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Transuranic arquebus36"14+7-2D3Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Alpha combat weapon24+5-11-
9Close combat weapon14+301-

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Doctrina ImperativesFaction

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative...See Army Rule: Doctrina Imperatives

Keywords: Infantry, Battleline, Imperium, Skitarii, Rangers
Faction Keywords: Adeptus Mechanicus

Kataphron Destroyers

Kataphron Destroyers (3 models)

■ 1 Kataphron Destroyer is equipped with: heavy grav-cannon; phosphor blaster; close combat weapon.
■ 2 Kataphron Destroyers are equipped with: Kataphron plasma culverin; cognis flamer; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size60mmInvulnerable 6+
Kataphron Destroyer
M5"
T6
Sv3+
InSV6+
W3
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy grav-cannon30"44+6-12Anti-vehicle 2+
Anti-vehicle 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Phosphor blaster24"14+501Ignores Cover, Rapid Fire 1
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Kataphron plasma culverin - standard36"44+7-21-
1Kataphron plasma culverin - supercharge36"44+8-32Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Cognis flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon24+501-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy grav-cannon30"44+6-12Anti-vehicle 2+
Anti-vehicle 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Phosphor blaster24"14+501Ignores Cover, Rapid Fire 1
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Kataphron plasma culverin - standard36"44+7-21-
1Kataphron plasma culverin - supercharge36"44+8-32Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Cognis flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon24+501-
Keywords: Infantry, Imperium, Kataphron, Destroyers
Faction Keywords: Adeptus Mechanicus

Onager Dunecrawler

Onager Dunecrawler (1 model)

■ This model is equipped with: Daedalus missile launcher; cognis heavy stubber; Icarus array; Dunecrawler legs; broad spectrum data-tether.

Combat Patrol version — modified abilities, keywords, unit size130mmInvulnerable 4+
Onager Dunecrawler
M8"
T10
Sv2+
InSV4+
W11
Ld7+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Daedalus missile launcher48"14+10-2D6+1Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Cognis heavy stubber36"34+401Rapid Fire 3, Sustained Hits 1
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Icarus array48"64+8-12Anti-fly 4+, Twin-linked
Anti-fly 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Dunecrawler legs34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Daedalus missile launcher48"14+10-2D6+1Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Cognis heavy stubber36"34+401Rapid Fire 3, Sustained Hits 1
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Icarus array48"64+8-12Anti-fly 4+, Twin-linked
Anti-fly 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Dunecrawler legs34+601-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Doctrina ImperativesFaction

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative...See Army Rule: Doctrina Imperatives

Keywords: Vehicle, Walker, Imperium, Skitarii, Onager Dunecrawler
Faction Keywords: Adeptus Mechanicus

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Retribution Codes - 1CP Until the end of the battle, each time an ADEPTUS MECHANICUS model from your army makes an attack that targ...

    WHEN: Any phase.
    TARGET: One TECH-PRIEST model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: Until the end of the battle, each time an ADEPTUS MECHANICUS model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.

Unit Abilities
  • Enginseer Verask: Enginseer While this model is within 3" of one or more friendly ADEPTUS MECHANICUS VEHICLE units, unle...

    While this model is within 3" of one or more friendly ADEPTUS MECHANICUS VEHICLE units, unless it is leading a unit, this model has the Lone Operative ability.

  • Enginseer Verask: Leader This model can be attached to the following unit: SKITARII RANGERS

    This model can be attached to the following unit: SKITARII RANGERS

  • Onager Dunecrawler: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Retribution Codes - 1CP Until the end of the battle, each time an ADEPTUS MECHANICUS model from your army makes an attack that targ...

    WHEN: Any phase.
    TARGET: One TECH-PRIEST model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: Until the end of the battle, each time an ADEPTUS MECHANICUS model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.

Unit Abilities
  • Onager Dunecrawler: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Army Rules
  • Doctrina Imperatives • Ranged weapons equipped by models in this unit have the [HEAVY] ability. • Each time a ranged attack targets this u...

    • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
    • Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

Unit Abilities
  • Enginseer Verask: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Skitarii Rangers: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Army Rules
  • Doctrina Imperatives • Ranged weapons equipped by models in this unit have the [ASSAULT] ability. • Each time a model in this unit makes a...

    • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    • Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

Unit Abilities
  • Enginseer Verask: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Army Rules
  • Doctrina Imperatives At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle r...

    At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Secondary Objectives
  • Secondary: Explorator Acquisition From the second battle round onwards, at the end of your Command phase, roll one D6, adding 1 to the result for each...

    From the second battle round onwards, at the end of your Command phase, roll one D6, adding 1 to the result for each objective marker you control: on a 7+, a piece of valuable archeotech is found and you score 4VP.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Unit Abilities
  • Enginseer Verask: Omnissiah’s Blessing In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model....

    In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per Command phase.

Movement

Your Turn
Patrol Stratagems
  • Retrogradial Targeting - 2CP Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

    WHEN: Your Movement phase, just after a TECH-PRIEST unit from your army ends a Fall Back move.
    TARGET: That TECH-PRIEST unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

Unit Abilities
  • Skitarii Rangers: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Omniballistic Data-tether Each time the bearer’s unit is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll whe...

    Each time the bearer’s unit is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.

    Enhancement, either/or choice
  • Enhancement: Imperative Surge-wafer Once per battle, when the bearer’s unit is selected to shoot, it can use this ability. If it does, until the end of t...

    Once per battle, when the bearer’s unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in the bearer’s unit have the [PRECISION] ability.

    Enhancement, either/or choice
Army Rules
  • Doctrina Imperatives • Ranged weapons equipped by models in this unit have the [HEAVY] ability. • Each time a ranged attack targets this u...

    • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
    • Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

Weapon Abilities
  • Weapon ability: Anti-fly 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-fly 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Reactive Field-shroud - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TECH-PRIEST or SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Army Rules
  • Doctrina Imperatives • Ranged weapons equipped by models in this unit have the [ASSAULT] ability. • Each time a model in this unit makes a...

    • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    • Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Reactive Field-shroud - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TECH-PRIEST or SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Reactive Field-shroud - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TECH-PRIEST or SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Holy Apparatus At the end of the battle: ■ You score 4VP if your WARLORD is not destroyed. ■ You score 4VP if your ONAGER DUNECRAWLE...

    At the end of the battle:

    ■ You score 4VP if your WARLORD is not destroyed.
    ■ You score 4VP if your ONAGER DUNECRAWLER model is not destroyed and is not Below Half-strength.
    ■ You score 2VP if your ONAGER DUNECRAWLER model is not destroyed but is Below Half-strength.

    Secondary objective, either/or choice
Army Rules
  • Doctrina Imperatives At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle r...

    At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Enhancement

Omniballistic Data-tether

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer’s unit is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.

Enhancement

Imperative Surge-wafer

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle, when the bearer’s unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in the bearer’s unit have the [PRECISION] ability.

Secondary Objective

Explorator Acquisition

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, roll one D6, adding 1 to the result for each objective marker you control: on a 7+, a piece of valuable archeotech is found and you score 4VP.

You cannot score more than 12VP from this secondary objective.

Secondary Objective

Holy Apparatus

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle:

■ You score 4VP if your WARLORD is not destroyed.
■ You score 4VP if your ONAGER DUNECRAWLER model is not destroyed and is not Below Half-strength.
■ You score 2VP if your ONAGER DUNECRAWLER model is not destroyed but is Below Half-strength.

Doctrina Imperatives

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Protector Imperative

• Ranged weapons equipped by models in this unit have the [HEAVY] ability.
• Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

Conqueror Imperative

• Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
• Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

NameCPCategoryPhasesRules
Retribution Codes1CPstrategicPloyCommand, Movement, Shooting, Charge, FightWHEN: Any phase.
TARGET: One TECH-PRIEST model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: Until the end of the battle, each time an ADEPTUS MECHANICUS model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.
WHEN: Any phase. TARGET: One TECH-PRIEST model from your army that was just destroyed by an attack made by an enemy model. You can use this Stratag...
Reactive Field-shroud1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One TECH-PRIEST or SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TECH-PRIEST or SKITARII uni...
Retrogradial Targeting2CPstrategicPloyMovementWHEN: Your Movement phase, just after a TECH-PRIEST unit from your army ends a Fall Back move.
TARGET: That TECH-PRIEST unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
WHEN: Your Movement phase, just after a TECH-PRIEST unit from your army ends a Fall Back move. TARGET: That TECH-PRIEST unit. EFFECT: Until the end...
AbilityProfile TypeDefinitionUsed By
Anti-fly 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Onager Dunecrawler / Onager Dunecrawler / Daedalus missile launcher
Anti-fly 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Onager Dunecrawler / Onager Dunecrawler / Icarus array
Anti-vehicle 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Kataphron Destroyers / Kataphron Destroyer / Heavy grav-cannon
Anti-vehicle 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Skitarii Rangers / Skitarii Ranger / Arc rifle
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Enginseer Verask / Enginseer Verask / Mechanicus pistol; Skitarii Rangers / Skitarii Ranger / Arc rifle; Skitarii Rangers / Skitarii Ranger Alpha / Mechanicus pistolEnginseer Verask / Enginseer Verask / Mechanicus pistol; Skitarii Rangers / Skitarii Ranger / Arc rifle; Skitarii Rangers / Skitarii Ranger Alpha /...
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Enginseer Verask / Enginseer Verask / Servo-arm
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Kataphron Destroyers / Kataphron Destroyer / Kataphron plasma culverin
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Skitarii Rangers / Skitarii Ranger / Transuranic arquebus
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Kataphron Destroyers / Kataphron Destroyer / Cognis flamer; Kataphron Destroyers / Kataphron Destroyer / Phosphor blaster
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Enginseer Verask / Enginseer Verask / Mechanicus pistol; Skitarii Rangers / Skitarii Ranger Alpha / Mechanicus pistol
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Skitarii Rangers / Skitarii Ranger / Transuranic arquebus
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Kataphron Destroyers / Kataphron Destroyer / Phosphor blaster; Skitarii Rangers / Skitarii Ranger / Arc rifle
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Onager Dunecrawler / Onager Dunecrawler / Cognis heavy stubber
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Onager Dunecrawler / Onager Dunecrawler / Cognis heavy stubber
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Kataphron Destroyers / Kataphron Destroyer / Cognis flamer
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Onager Dunecrawler / Onager Dunecrawler / Icarus array
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Adeptus Mechanicus

Purge Corps Deltic-9

Manipulus Skand (1 model)Skitarii Vanguard (10 models)Pteraxii Sterylizors (5 models)Serberys Sulphurhounds (3 models)

Common names:Combat Patrol: Adeptus Mechanicus (New)Tech-Priest ManipulusPteraxii SkystalkersSerberys RaidersAdMechMechanicusSkitariiCult MechanicusCogsTech-PriestsOmnissiahManipulus Skand

4 units 2 enhancements 3 stratagems 2 secondaries

Manipulus Skand

MANIPULUS SKAND (1 MODEL)

■ This model is equipped with: transonic cannon; Omnissian staff.

Combat Patrol datasheet50mmInvulnerable 5+
Manipulus Skand
M6"
T4
Sv2+
InSV5+
W4
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Transonic cannon12"D6-402Devastating Wounds, Torrent
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian staff - Omnissian staf43+6-12-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Transonic cannon12"D6-402Devastating Wounds, Torrent
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Omnissian staff - Omnissian staf43+6-12-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Galvanic FieldUnit

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

LeaderUnit

This model can be attached to the following unit:

■ SKITARII VANGUARD
This model can be attached to the following unit: ■ SKITARII VANGUARD

Keywords: Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest, Manipulus, Manipulus Skand
Faction Keywords: Adeptus Mechanicus

Skitarii Vanguard

SKITARII VANGUARD (10 MODELS)

■ The Skitarii Vanguard Alpha model is equipped with: Mechanicus pistol; Alpha combat weapon.
■ 1 Skitarii Vanguard model is equipped with: arc rifle; close combat weapon.
■ 1 Skitarii Vanguard model is equipped with: plasma caliver; close combat weapon.
■ 7 Skitarii Vanguard models are equipped with: radium carbine; close combat weapon.

Combat Patrol version — modified unit sizeSkitarii Vanguards: 25mm Transuranic Arquebus: 60 x 35.5mm Oval BaseInvulnerable 5+
Skitarii Vanguard Alpha
M6"
T3
Sv4+
InSV5+
W1
Ld7+
OC2
Skitarii Vanguard
M6"
T3
Sv4+
InSV5+
W1
Ld7+
OC2

Ranged Weapons

Skitarii Vanguard Alpha - Default Wargear
#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Skitarii Vanguard - Default Wargear
#WeaponRangeABSSAPDAbilities
7Radium carbine18"34+301Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Arc rifle30"14+8-1D3Anti-vehicle 4+, Devastating Wounds, Rapid Fire 1
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma caliver - standard30"24+7-21-
1Plasma caliver - supercharge30"24+8-32Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

Skitarii Vanguard Alpha - Default Wargear
#WeaponAWSSAPDAbilities
1Alpha combat weapon24+5-11-
Skitarii Vanguard - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Radium carbine18"34+301Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Arc rifle30"14+8-1D3Anti-vehicle 4+, Devastating Wounds, Rapid Fire 1
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma caliver - standard30"24+7-21-
1Plasma caliver - supercharge30"24+8-32Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Alpha combat weapon24+5-11-
9Close combat weapon14+301-

Abilities

Doctrina ImperativesFaction

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative...See Army Rule: Doctrina Imperatives

Rad-saturation [Aura]Unit

While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit.While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that ene...

Keywords: Infantry, Battleline, Imperium, Skitarii, Vanguard
Faction Keywords: Adeptus Mechanicus

Serberys Sulphurhounds

SERBERYS SULPHURHOUDS (3 MODELS)
■ The Serberys Sulphurhound Alpha model is equipped with: Mechanicus pistol; sulphur breath; cavalry arc maul; clawed limbs.
■ 1 Serberys Sulphurhound model is equipped with: phosphor blast carbine; phosphor pistol; sulphur breath; clawed limbs.
■ 1 Serberys Sulphurhound model is equipped with: 2 phosphor pistols; sulphur breath; clawed limbs.

Combat Patrol version — modified unit size60 x 35.5mm Oval BaseInvulnerable 5+
Serberys Sulphurhound Alpha
M12"
T4
Sv4+
InSV5+
W2
Ld7+
OC2
Serberys Sulphurhound
M12"
T4
Sv4+
InSV5+
W2
Ld7+
OC2

Ranged Weapons

Serberys Sulphurhound Alpha - Default Wargear
#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Sulphur breath9"D6-3-11Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Serberys Sulphurhound - Default Wargear
#WeaponRangeABSSAPDAbilities
1Phosphor blast carbine18"D64+601Blast, Ignores Cover
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

3Phosphor pistol12"14+401Ignores Cover, Pistol
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Sulphur breath9"D6-3-11Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Serberys Sulphurhound Alpha - Default Wargear
#WeaponAWSSAPDAbilities
1Cavalry arc maul14+5-11Anti-vehicle 4+, Devastating Wounds, Extra Attacks
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Clawed limbs - Clawed limbs 44+401-
Serberys Sulphurhound - Default Wargear
#WeaponAWSSAPDAbilities
2Clawed limbs - Clawed limbs 44+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mechanicus pistol12"14+6-11Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Sulphur breath9"D6-3-11Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Phosphor blast carbine18"D64+601Blast, Ignores Cover
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

3Phosphor pistol12"14+401Ignores Cover, Pistol
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Cavalry arc maul14+5-11Anti-vehicle 4+, Devastating Wounds, Extra Attacks
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

3Clawed limbs - Clawed limbs 44+401-

Abilities

Doctrina ImperativesFaction

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative...See Army Rule: Doctrina Imperatives

Line-breakersUnit

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 2 to the result if this unit started its Charge move within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units. For each 4+, that enemy unit suffers 1 mortal wound.Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is wit...

Keywords: Mounted, Imperium, Skitarii, Serberys Sulphurhounds
Faction Keywords: Adeptus Mechanicus

Pteraxii Sterylizors

PTERAXII STERYLIZORS (5 MODELS)
■ The Pteraxii Sterylizor Alpha model is equipped with: flechette blaster; taser goad.
■ Every Pteraxii Sterylizor model is equipped with: phosphor torch; Pteraxii talons.

Combat Patrol version — modified unit size40mmInvulnerable 5+
Pteraxii Sterylizor Alpha
M12"
T4
Sv4+
InSV5+
W2
Ld7+
OC1
Pteraxii Sterylizor
M12"
T4
Sv4+
InSV5+
W2
Ld7+
OC1

Ranged Weapons

Pteraxii Sterylizor Alpha - Default Wargear
#WeaponRangeABSSAPDAbilities
1Flechette blaster12"54+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Pteraxii Sterylizor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Phosphor torch12"D6-301Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Pteraxii Sterylizor Alpha - Default Wargear
#WeaponAWSSAPDAbilities
1Taser goad34+601Sustained Hits 2
Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Pteraxii Sterylizor - Default Wargear
#WeaponAWSSAPDAbilities
4Pteraxii talons24+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Flechette blaster12"54+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Phosphor torch12"D6-301Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Taser goad34+601Sustained Hits 2
Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

4Pteraxii talons24+401-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Doctrina ImperativesFaction

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative...See Army Rule: Doctrina Imperatives

Searing ConflagrationUnit

Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Wound roll of 1. If this unit is also within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, each time such an attack targets such a unit, you can re-roll the Wound roll instead.Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Woun...

Keywords: Infantry, Fly, Jump Pack, Imperium, Skitarii, Pteraxii, Sterylizors
Faction Keywords: Adeptus Mechanicus

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Aspergilla of Tarentum Each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

    Each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

    Enhancement, either/or choice
Unit Abilities
  • Manipulus Skand: Galvanic Field While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL...

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

  • Manipulus Skand: Leader This model can be attached to the following unit: ■ SKITARII VANGUARD

    This model can be attached to the following unit:

    ■ SKITARII VANGUARD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Targeted Purge At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEH...

    At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

    At the end of the battle, you score 12VP if that unit is destroyed.

    Secondary objective, either/or choice
Army Rules
  • Doctrina Imperatives ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Each time a ranged attack targets this u...

    ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability.
    ■ Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

Unit Abilities
  • Manipulus Skand: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Pteraxii Sterylizors: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Army Rules
  • Doctrina Imperatives ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Each time a model in this unit makes a...

    ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    ■ Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

Unit Abilities
  • Manipulus Skand: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Army Rules
  • Doctrina Imperatives At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle r...

    At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Patrol Stratagems
  • Optimised Efficiency - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell B...

    WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.
    TARGET: That ADEPTUS MECHANICUS unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Unit Abilities
  • Pteraxii Sterylizors: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Acceptable Risk Ratio - 1CP Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by mod...

    WHEN: Your Shooting phase.
    TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and those weapons have the [HAZARDOUS] ability.

Enhancements
  • Enhancement: Overcharged Electropositors Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and those weapons have...

    Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and those weapons have the [IGNORES COVER] ability.

    Enhancement, either/or choice
Army Rules
  • Doctrina Imperatives ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Each time a ranged attack targets this u...

    ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability.
    ■ Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • An Evaluation of Mettle - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

Army Rules
  • Doctrina Imperatives ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Each time a model in this unit makes a...

    ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
    ■ Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

Charge

Your Turn
Unit Abilities
  • Serberys Sulphurhounds: Line-breakers Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it...

    Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 2 to the result if this unit started its Charge move within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units. For each 4+, that enemy unit suffers 1 mortal wound.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • An Evaluation of Mettle - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

Weapon Abilities
  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Sustained Hits 2 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • An Evaluation of Mettle - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

Weapon Abilities
  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Sustained Hits 2 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Targeted Purge At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEH...

    At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

    At the end of the battle, you score 12VP if that unit is destroyed.

    Secondary objective, either/or choice
  • Secondary: Prescribed Excoriatian From the second battle round onwards, at the end of your turn, you score 3VP if there are no enemy units within your...

    From the second battle round onwards, at the end of your turn, you score 3VP if there are no enemy units within your deployment zone (excluding Battle-shocked units). If there are no enemy units within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

    Secondary objective, either/or choice
Army Rules
  • Doctrina Imperatives At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle r...

    At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Unit Abilities
  • Skitarii Vanguard: Rad-saturation [Aura] While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the...

    While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit.

  • Pteraxii Sterylizors: Searing Conflagration Each time a model in this unit makes an attack with a phosphor torch that targets an enemy u...

    Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Wound roll of 1. If this unit is also within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, each time such an attack targets such a unit, you can re-roll the Wound roll instead.

Enhancement

Aspergilla of Tarentum

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time an attack targets the bearer’s unit, subtract 1 from the Wound roll.

Enhancement

Overcharged Electropositors

Choose one enhancement for this Combat Patrol.

Either/or choice

Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and those weapons have the [IGNORES COVER] ability.

Secondary Objective

Targeted Purge

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).

At the end of the battle, you score 12VP if that unit is destroyed.

Secondary Objective

Prescribed Excoriatian

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 3VP if there are no enemy units within your deployment zone (excluding Battle-shocked units). If there are no enemy units within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

Doctrina Imperatives

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

PROTECTOR IMPERATIVE

■ Ranged weapons equipped by models in this unit have the [HEAVY] ability.
■ Each time a ranged attack targets this unit, if this unit is within your deployment zone, worsen the Armour Penetration characteristic of that attack by 1.

CONQUEROR IMPERATIVE

■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
■ Each time a model in this unit makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, improve the Armour Penetration characteristic of that attack by 1.

NameCPCategoryPhasesRules
An Evaluation of Mettle1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS MECHANICUS unit fro...
Optimised Efficiency1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.
TARGET: That ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back. TARGET: That ADEPTUS MECHANICUS unit. EFFECT: Until the...
Acceptable Risk Ratio1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and those weapons have the [HAZARDOUS] ability.
WHEN: Your Shooting phase. TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Skitarii Vanguard / Skitarii Vanguard / Radium carbine
Anti-vehicle 4+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Cavalry arc maul; Skitarii Vanguard / Skitarii Vanguard / Arc rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor blast carbine
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Manipulus Skand / Manipulus Skand / Transonic cannon; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Cavalry arc maul; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Mechanicus pistol; Skitarii Vanguard / Skitarii Vanguard / Arc rifle; Skitarii Vanguard / Skitarii Vanguard Alpha / Mechanicus pistolManipulus Skand / Manipulus Skand / Transonic cannon; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Cavalry arc maul; Serberys Sulphurhoun...
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Cavalry arc maul
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Skitarii Vanguard / Skitarii Vanguard / Plasma caliver
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Pteraxii Sterylizors / Pteraxii Sterylizor / Phosphor torch; Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor blast carbine; Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor pistol; Serberys Sulphurhounds / Serberys Sulphurhound / Sulphur breath; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Sulphur breathPteraxii Sterylizors / Pteraxii Sterylizor / Phosphor torch; Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor blast carbine; Serberys Sulp...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Pteraxii Sterylizors / Pteraxii Sterylizor Alpha / Flechette blaster; Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor pistol; Serberys Sulphurhounds / Serberys Sulphurhound / Sulphur breath; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Mechanicus pistol; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Sulphur breath; Skitarii Vanguard / Skitarii Vanguard Alpha / Mechanicus pistolPteraxii Sterylizors / Pteraxii Sterylizor Alpha / Flechette blaster; Serberys Sulphurhounds / Serberys Sulphurhound / Phosphor pistol; Serberys Su...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Skitarii Vanguard / Skitarii Vanguard / Arc rifle
Sustained Hits 2MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Pteraxii Sterylizors / Pteraxii Sterylizor Alpha / Taser goad
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Manipulus Skand / Manipulus Skand / Transonic cannon; Pteraxii Sterylizors / Pteraxii Sterylizor / Phosphor torch; Serberys Sulphurhounds / Serberys Sulphurhound / Sulphur breath; Serberys Sulphurhounds / Serberys Sulphurhound Alpha / Sulphur breathManipulus Skand / Manipulus Skand / Transonic cannon; Pteraxii Sterylizors / Pteraxii Sterylizor / Phosphor torch; Serberys Sulphurhounds / Serbery...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Agents of the Imperium

Inquisitor’s Hand

Preacher Teguen (1 model)Eversor Assassin (1 model)2 Vigilant Squads (11 models each)Inquisitorial Agents (6 models)

Common names:Combat Patrol: Imperial AgentsMinistorum Priest with VindictorAdeptus ArbitesCyber-mastiffsNuncio-aquilasTome-skullRetinuePriestImperial AgentsAgentsInquisitionInquisitor

4 units 2 enhancements 3 stratagems 2 secondaries

Preacher Teguen

PREACHER TEGUEN (1 MODEL)

■ This model is equipped with: zealot’s vindictor.

Combat Patrol datasheet32mmInvulnerable 4+
Preacher Teguen
M6"
T3
Sv6+
InSV4+
W3
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Zealot’s vindictor - Ranged12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Zealot’s vindictor - Melee34+5-12-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Zealot’s vindictor - Ranged12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Zealot’s vindictor - Melee34+5-12-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

ZealotUnit

Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3.Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks char...

LeaderUnit

This unit can be attached to the following unit:

■ INQUISITORIAL AGENTS
This unit can be attached to the following unit: ■ INQUISITORIAL AGENTS

Keywords: Infantry, Character, Imperium, Ordo Hereticus, Ministorum Priest, Preacher Teguen
Faction Keywords: Imperial Agents

Eversor Assassin

EVERSOR ASSASSIN (1 MODEL)

■ This model is equipped with: executioner pistol; power sword and neuro‐gauntlet.

Combat Patrol version — modified abilities, keywords, unit size32mmInvulnerable 4+
Eversor Assassin
M9"
T4
Sv6+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Executioner pistol12"42+401Anti-infantry 3+, Pistol, Precision, Sustained Hits 3
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword and neuro-gauntlet - Power sword and neuro‐gauntlet62+5-22Anti-infantry 3+, Precision, Sustained Hits 3
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Executioner pistol12"42+401Anti-infantry 3+, Pistol, Precision, Sustained Hits 3
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword and neuro-gauntlet - Power sword and neuro‐gauntlet62+5-22Anti-infantry 3+, Precision, Sustained Hits 3
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

Scouts 9"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Keywords: Infantry, Character, Epic Hero, Imperium, Officio Assassinorum, Eversor Assassin
Faction Keywords: Imperial Agents

Inquisitorial Agents

INQUISITORIAL AGENTS (6 MODELS)

■ The Gun Servitor model is equipped with: heavy bolter; agent melee weapon.
■ 1 Inquisitorial Agent model is equipped with: agent firearm; plasma pistol; agent melee weapon.
■ 1 Inquisitorial Agent model is equipped with: agent firearm; agent melee weapon; Mystic stave.
■ 3 Inquisitorial Agent models are equipped with: agent firearm; agent melee weapon.
■ The unit is equipped with: 1 Tome‐skull.

Combat Patrol version — modified abilities, keywords, unit sizeInquisitorial Agents: 25mm Gun Servitors: 32mm
Gun Servitor
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1
Inquisitorial Agent
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Inquisitorial Agent - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-22Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Agent firearm12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Gun Servitor - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

Inquisitorial Agent - Default Wargear
#WeaponAWSSAPDAbilities
5Agent melee weapon33+301-
1Mystic stave - Mystic stave23+5-1D3Anti-infantry 4+, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Gun Servitor - Default Wargear
#WeaponAWSSAPDAbilities
1Agent melee weapon33+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-22Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Agent firearm12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
6Agent melee weapon33+301-
1Mystic stave - Mystic stave23+5-1D3Anti-infantry 4+, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Keywords: Infantry, Imperium, Retinue, Inquisitorial Agents
Faction Keywords: Imperial Agents

Vigilant Squad

VIGILANT SQUADS (11 MODELS)

■ The Proctor‐Vigilant model is equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.
■ 1 Vigilant model is equipped with: Arbites grenade launcher; Arbites shotpistol; close combat weapon.
■ 1 Vigilant model is equipped with: Arbites shotpistol; webber; close combat weapon.
■ 7 Vigilant models are equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.
■ The Cyber‐mastiff model is equipped with: mechanical bite.

Combat Patrol version — modified abilities, keywords, unit sizeProctor-Vigilant, Vigilants: 28.5mm Cyber-mastiff: 25mm
Proctor-Vigilant
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2
Vigilant
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2
Cyber-mastiff
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Proctor-Vigilant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Arbites combat shotgun18"24+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Arbites shotpistol - Arbites shotpistol 12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Vigilant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Arbites grenade launcher - frag24"D34+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Arbites grenade launcher - krak24"14+9-2D3-
9Arbites shotpistol - Arbites shotpistol 12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Webber12"D6-201Assault, Devastating Wounds, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

7Arbites combat shotgun18"24+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Proctor-Vigilant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Cyber-mastiff - Default Wargear
#WeaponAWSSAPDAbilities
1Mechanical bite34+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
8Arbites combat shotgun18"24+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

10Arbites shotpistol - Arbites shotpistol 12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Arbites grenade launcher - frag24"D34+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Arbites grenade launcher - krak24"14+9-2D3-
1Webber12"D6-201Assault, Devastating Wounds, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
1Mechanical bite34+401-

Abilities

Merciless JudgementUnit

Each time a model in this unit makes a ranged attack that targets a unit that is Below Half‐strength, add 1 to the Wound roll.

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, one containing six models, including the cyber‐mastiff model, and the other containing the remaining five models.Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, one containing six models, including...

Keywords: Infantry, Imperium, Battleline, Retinue, Adeptus Arbites, Vigilant Squad
Faction Keywords: Imperial Agents

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Icon of Aversion Models in the bearer’s unit have a 4+ invulnerable save, and each time an attack targets the bearer’s unit, subtract...

    Models in the bearer’s unit have a 4+ invulnerable save, and each time an attack targets the bearer’s unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.

    Enhancement, either/or choice
Unit Abilities
  • Preacher Teguen: Leader This unit can be attached to the following unit: ■ INQUISITORIAL AGENTS

    This unit can be attached to the following unit:

    ■ INQUISITORIAL AGENTS

  • Eversor Assassin: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Eversor Assassin: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Judgement Absolute At the start of the first battle round, select one enemy unit (excluding your opponent’s WARLORD). At the end of the...

    At the start of the first battle round, select one enemy unit (excluding your opponent’s WARLORD). At the end of the battle, you score 6VP if that unit is destroyed and you score 6VP if your opponent’s WARLORD is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Preacher Teguen: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Eversor Assassin: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Eversor Assassin: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

  • Vigilant Squad: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, one containing six models, including the cyber‐mastiff model, and the other containing the remaining five models.

Opponent’s Turn
Unit Abilities
  • Preacher Teguen: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Eye of Justice At the start of your Command phase, select one VIGILANT SQUAD unit from your army. Until the start of your next Comma...

    At the start of your Command phase, select one VIGILANT SQUAD unit from your army. Until the start of your next Command phase, weapons equipped by models in that unit have the [LETHAL HITS] and [PRECISION] abilities.

Movement

Your Turn
Patrol Stratagems
  • Hand-picked Killers - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell B...

    WHEN: Your Movement phase, just after an AGENTS OF THE IMPERIUM unit from your army Falls Back.
    TARGET: That AGENTS OF THE IMPERIUM unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Enhancements
  • Enhancement: A Higher Calling The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models...

    The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 2] ability, and each time such a model makes a melee attack, add 1 to the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Eversor Assassin: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Punishment Earned - 1CP Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll an...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll and, if that attack targets a unit below its Starting Strength, you can re‐roll the Wound roll as well.

Unit Abilities
  • Eversor Assassin: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Vigilant Squad: Merciless Judgement Each time a model in this unit makes a ranged attack that targets a unit that is Below Half‐...

    Each time a model in this unit makes a ranged attack that targets a unit that is Below Half‐strength, add 1 to the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Sustained Hits 3 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Enhancements
  • Enhancement: A Higher Calling The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models...

    The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 2] ability, and each time such a model makes a melee attack, add 1 to the Hit roll.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Punishment Earned - 1CP Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll an...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll and, if that attack targets a unit below its Starting Strength, you can re‐roll the Wound roll as well.

  • Dedicated Sacrifice - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One AGENTS OF THE IMPERIUM unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Enhancements
  • Enhancement: A Higher Calling The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models...

    The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 2] ability, and each time such a model makes a melee attack, add 1 to the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Preacher Teguen: Zealot Once per battle, in the Fight phase, this model can use this ability. If it does, until the...

    Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 3 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Punishment Earned - 1CP Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll an...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll and, if that attack targets a unit below its Starting Strength, you can re‐roll the Wound roll as well.

  • Dedicated Sacrifice - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One AGENTS OF THE IMPERIUM unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 3 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Judgement Absolute At the start of the first battle round, select one enemy unit (excluding your opponent’s WARLORD). At the end of the...

    At the start of the first battle round, select one enemy unit (excluding your opponent’s WARLORD). At the end of the battle, you score 6VP if that unit is destroyed and you score 6VP if your opponent’s WARLORD is destroyed.

    Secondary objective, either/or choice
  • Secondary: Blade in the Shadows From the second battle round onwards, at the end of your turn, if your WARLORD is within range of an objective marker...

    From the second battle round onwards, at the end of your turn, if your WARLORD is within range of an objective marker, you score the number of VP shown below:

    ■ If that objective marker is the one closest to your battlefield edge, you score 2VP.
    ■ If that objective marker is the one closest to your opponent’s battlefield edge, you score 8VP.
    ■ Otherwise, you score 4VP.

    You cannot score more than 16VP from this secondary objective.

    Secondary objective, either/or choice

Enhancement

Icon of Aversion

Choose one enhancement for this Combat Patrol.

Either/or choice

Models in the bearer’s unit have a 4+ invulnerable save, and each time an attack targets the bearer’s unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.

Enhancement

A Higher Calling

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s unit can declare a charge in a turn in which it Advanced. In addition, melee weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 2] ability, and each time such a model makes a melee attack, add 1 to the Hit roll.

Secondary Objective

Judgement Absolute

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy unit (excluding your opponent’s WARLORD). At the end of the battle, you score 6VP if that unit is destroyed and you score 6VP if your opponent’s WARLORD is destroyed.

Secondary Objective

Blade in the Shadows

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, if your WARLORD is within range of an objective marker, you score the number of VP shown below:

■ If that objective marker is the one closest to your battlefield edge, you score 2VP.
■ If that objective marker is the one closest to your opponent’s battlefield edge, you score 8VP.
■ Otherwise, you score 4VP.

You cannot score more than 16VP from this secondary objective.

Eye of Justice

At the start of your Command phase, select one VIGILANT SQUAD unit from your army. Until the start of your next Command phase, weapons equipped by models in that unit have the [LETHAL HITS] and [PRECISION] abilities.

NameCPCategoryPhasesRules
Punishment Earned1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re‐roll the Hit roll and, if that attack targets a unit below its Starting Strength, you can re‐roll the Wound roll as well.
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot or fight this pha...
Dedicated Sacrifice1CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One AGENTS OF THE IMPERIUM unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One AGENTS OF THE IMPERIUM unit from your army (excluding OFFICIO ASS...
Hand-picked Killers1CPstrategicPloyMovementWHEN: Your Movement phase, just after an AGENTS OF THE IMPERIUM unit from your army Falls Back.
TARGET: That AGENTS OF THE IMPERIUM unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an AGENTS OF THE IMPERIUM unit from your army Falls Back. TARGET: That AGENTS OF THE IMPERIUM unit. EFFECT: U...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 3+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Eversor Assassin / Eversor Assassin / Executioner pistol; Eversor Assassin / Eversor Assassin / Power sword and neuro-gauntlet
Anti-infantry 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Inquisitorial Agents / Inquisitorial Agent / Mystic stave Inquisitorial Agents / Inquisitorial Agent / Mystic stave
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Vigilant Squad / Proctor-Vigilant / Arbites combat shotgun; Vigilant Squad / Vigilant / Arbites combat shotgun; Vigilant Squad / Vigilant / Webber
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Vigilant Squad / Vigilant / Arbites grenade launcher
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Vigilant Squad / Vigilant / Webber
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Inquisitorial Agents / Inquisitorial Agent / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Inquisitorial Agents / Gun Servitor / Heavy bolter
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Preacher Teguen / Preacher Teguen / Zealot’s vindictor
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Eversor Assassin / Eversor Assassin / Executioner pistol; Inquisitorial Agents / Inquisitorial Agent / Agent firearm; Inquisitorial Agents / Inquisitorial Agent / Plasma pistol; Vigilant Squad / Proctor-Vigilant / Arbites shotpistol; Vigilant Squad / Vigilant / Arbites shotpistolEversor Assassin / Eversor Assassin / Executioner pistol; Inquisitorial Agents / Inquisitorial Agent / Agent firearm; Inquisitorial Agents / Inquis...
PrecisionMelee, RangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Eversor Assassin / Eversor Assassin / Executioner pistol; Eversor Assassin / Eversor Assassin / Power sword and neuro-gauntlet
PsychicMeleeIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Inquisitorial Agents / Inquisitorial Agent / Mystic stave Inquisitorial Agents / Inquisitorial Agent / Mystic stave
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Inquisitorial Agents / Gun Servitor / Heavy bolter
Sustained Hits 3Melee, RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Eversor Assassin / Eversor Assassin / Executioner pistol; Eversor Assassin / Eversor Assassin / Power sword and neuro-gauntlet
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Preacher Teguen / Preacher Teguen / Zealot’s vindictor; Vigilant Squad / Vigilant / Webber
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Agents of the Imperium

VanTarrion’s Voidsmen

VanTarrion’s Entourage (4 models)Voidsmen-at-arms (10 models)Imperial Navy Breachers (10 models)Imperial Navy Breachers (10 models)

Common names:Eidelwynne VanTarrionRogue Trader Combat PatrolElucidian StarstridersElucia VhaneCanidLectro-Maester TradevWhite Dwarf 498Imperial AgentsAgentsInquisitionInquisitorImperial Navy

3 units 2 enhancements 3 stratagems 2 secondaries

Eidelwynne VanTarrion

VanTarrion’s Entourage (4 models)

■ The Rogue Trader is equipped with: household pistol; monomolecular cane-rapier.
■ One Rogue Trader Specialist is equipped with: dartmask; Death Cult power blade.
■ One other Rogue Trader Specialist is equipped with: voltaic pistol; close combat weapon.
■ One other Rogue Trader Specialist is equipped with: laspistol; close combat weapon; healing serum.

Combat Patrol datasheet25mmInvulnerable 4+
Rogue Trader
M6"
T3
Sv4+
InSV4+
W4
Ld6+
OC1
Rogue Trader Specialist
M6"
T3
Sv4+
InSV4+
W2
Ld7+
OC1

Ranged Weapons

Rogue Trader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Household pistol12"23+5-22Pistol, Devastating Wounds
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rogue Trader Specialist - Default Wargear
#WeaponRangeABSSAPDAbilities
1Dartmask12"14+2-1D3Anti-infantry 2+, Pistol, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Voltaic pistol12"33+4-21Pistol, Sustained Hits 2
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Rogue Trader - Default Wargear
#WeaponAWSSAPDAbilities
1Monomolecular cane-rapier43+4-11-
Rogue Trader Specialist - Default Wargear
#WeaponAWSSAPDAbilities
1Death Cult power blade52+4-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

2Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Household pistol12"23+5-22Pistol, Devastating Wounds
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Dartmask12"14+2-1D3Anti-infantry 2+, Pistol, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Voltaic pistol12"33+4-21Pistol, Sustained Hits 2
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Monomolecular cane-rapier43+4-11-
1Death Cult power blade52+4-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

2Close combat weapon14+301-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Warrant of TradeUnit

If your army includes one or more units with this ability, after players have deployed, select D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys units first.If your army includes one or more units with this ability, after players have deployed, select D3 IMPERIUM BATTLELINE units from your army and rede...

LeaderUnit

This unit can be attached to the following units:

■ IMPERIAL NAVY BREACHERS
■ VOIDSMEN-AT-ARMS
This unit can be attached to the following units: ■ IMPERIAL NAVY BREACHERS ■ VOIDSMEN-AT-ARMS

Keywords: Infantry, Imperium, Navis Imperialis, Retinue, Rogue Trader Entourage, Character, Eidelwynne VanTarrion
Faction Keywords: Imperial Agents

Voidsmen-at-Arms

Voidsmen-at-Arms (10 models)

■ The Voidmaster is equipped with: artificer shotgun; laspistol; close combat weapon.
■ The Canid is equipped with: vicious bite.
■ Two Voidsmen are equipped with: laspistol; Voidsman rotor cannon; close combat weapon.
■ Every other Voidsman is equipped with: lasgun; laspistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size25mm
Voidmaster
M6"
T3
Sv4+
InSV-
W1
Ld8+
OC2
Canid
M6"
T3
Sv4+
InSV-
W1
Ld8+
OC2
Voidsman
M6"
T3
Sv4+
InSV-
W1
Ld8+
OC2

Ranged Weapons

Voidmaster - Default Wargear
#WeaponRangeABSSAPDAbilities
1Artificer shotgun12"24+402Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Voidsman - Default Wargear
#WeaponRangeABSSAPDAbilities
9Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Voidsman rotor cannon24"65+601Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Voidmaster - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon14+301-
Canid - Default Wargear
#WeaponAWSSAPDAbilities
1Vicious bite34+401-
Voidsman - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Artificer shotgun12"24+402Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

10Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Voidsman rotor cannon24"65+601Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon14+301-
1Vicious bite34+401-

Abilities

Masters of Close ConfinesUnit

Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [LETHAL HITS] ability.

Keywords: Infantry, Battleline, Imperium, Navis Imperialis, Retinue, Voidsmen-At-Arms
Faction Keywords: Imperial Agents

Imperial Navy Breachers

Imperium Navy Breacher (10 models)

■ The Navis Sergeant-at-Arms is equipped with: bolt pistol; power weapon.
■ One Navis Armsman is equipped with: Navis las-volley; close combat weapon.
■ One other Navis Armsman is equipped with: Navis heavy shotgun; close combat weapon; endurant shield.
■ One other Navis Armsman is equipped with: autopistol; chainfist.
■ One other Navis Armsman is equipped with: demolition charge; Navis shotgun; close combat weapon.
■ Every other model is equipped with: Navis shotgun; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit sizeImperial Navy Breachers: 25mm Navis las-volley, endurant shield: 28.5mm
Navis Sergeant-at-Arms
M6"
T3
Sv4+
InSV-
W1
Ld8+
OC2
Navis Armsman
M6"
T3
Sv4+
InSV-
W1
Ld8+
OC2

Ranged Weapons

Navis Sergeant-at-Arms - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Navis Armsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Navis las-volley18"44+601-
1Navis heavy shotgun12"44+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Demolition charge6"D6+34+12-22Assault, Blast, Hazardous, One Shot
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

One Shot

The bearer can only shoot with this weapon once per battle.

1Navis shotgun12"24+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Navis Sergeant-at-Arms - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
Navis Armsman - Default Wargear
#WeaponAWSSAPDAbilities
8Close combat weapon14+301-
1Chainfist15+6-22Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Navis las-volley18"44+601-
1Navis heavy shotgun12"44+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Demolition charge6"D6+34+12-22Assault, Blast, Hazardous, One Shot
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

One Shot

The bearer can only shoot with this weapon once per battle.

1Navis shotgun12"24+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
8Close combat weapon14+301-
1Chainfist15+6-22Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

Breaching TeamUnit

Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objecti...

Patrol SquadUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Imperium, Navis Imperialis, Retinue, Imperial Navy Breachers
Faction Keywords: Imperial Agents

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Eidelwynne VanTarrion: Leader This unit can be attached to the following units: ■ IMPERIAL NAVY BREACHERS ■ VOIDSMEN-AT-ARMS

    This unit can be attached to the following units:

    ■ IMPERIAL NAVY BREACHERS
    ■ VOIDSMEN-AT-ARMS

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Eidelwynne VanTarrion: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Eidelwynne VanTarrion: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Eidelwynne VanTarrion: Warrant of Trade If your army includes one or more units with this ability, after players have deployed, sele...

    If your army includes one or more units with this ability, after players have deployed, select D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys units first.

  • Imperial Navy Breachers: Patrol Squad At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Eidelwynne VanTarrion: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Starshell Bombardment In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve th...

    In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve the Move characteristic of models in that enemy unit and subtract 1 from Advance and Charge rolls made for it.

    Enhancement, either/or choice

Movement

Your Turn
Enhancements
  • Enhancement: Starshell Bombardment In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve th...

    In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve the Move characteristic of models in that enemy unit and subtract 1 from Advance and Charge rolls made for it.

    Enhancement, either/or choice
Unit Abilities
  • Eidelwynne VanTarrion: Warrant of Trade If your army includes one or more units with this ability, after players have deployed, sele...

    If your army includes one or more units with this ability, after players have deployed, select D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys units first.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Bulkhead By Bulkhead - 1CP Your unit can make a Normal move of up to D6".

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One NAVIS IMPERIALIS unit from your army that is within 9" of that enemy unit.
    EFFECT: Your unit can make a Normal move of up to D6".

Shooting

Your Turn
Patrol Stratagems
  • Small-arms Broadside - 1CP Until the end of the phase, improve the Attacks and Ballistic Skill characteristics of ranged weapons equip...

    WHEN: Your Shooting phase.
    TARGET: One NAVIS IMPERIALIS unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, improve the Attacks and Ballistic Skill characteristics of ranged weapons equipped by models in your unit by 1.

Enhancements
  • Enhancement: Void War Veterans Each time a model in the bearer’s unit makes a ranged attack, a Critical Hit is scored on an unmodified Hit roll of 5...

    Each time a model in the bearer’s unit makes a ranged attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. In addition, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and when doing so, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Unit Abilities
  • Voidsmen-at-Arms: Masters of Close Confines Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

    Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [LETHAL HITS] ability.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: One Shot The bearer can only shoot with this weapon once per battle.

    The bearer can only shoot with this weapon once per battle.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Sustained Hits 2 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Shipmaster’s Vengeance - 1CP Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 4+, do not remov...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One NAVIS IMPERIALIS unit from your army that is not within Engagement Range of any enemy units and was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 4+, do not remove the destroyed model from play; it can shoot after the attacking unit has finished making its attacks and is then removed from play.

Charge

Your Turn
Enhancements
  • Enhancement: Starshell Bombardment In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve th...

    In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve the Move characteristic of models in that enemy unit and subtract 1 from Advance and Charge rolls made for it.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Void War Veterans Each time a model in the bearer’s unit makes a ranged attack, a Critical Hit is scored on an unmodified Hit roll of 5...

    Each time a model in the bearer’s unit makes a ranged attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. In addition, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and when doing so, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Glittering Prizes At the end of your turn, if your WARLORD is within range of an objective marker, roll one D6: on a 1, you score 1VP;...

    At the end of your turn, if your WARLORD is within range of an objective marker, roll one D6: on a 1, you score 1VP; on a 2-4, you score D3+1VP; on a 5+, you score 4VP.

    Secondary objective, either/or choice
  • Secondary: Landing Party At the end of your opponent’s turn, if you have one or more units from your army wholly within your opponent’s deploy...

    At the end of your opponent’s turn, if you have one or more units from your army wholly within your opponent’s deployment zone and one or more units from your army wholly within No Man’s Land, you score 5VP. Otherwise, if you have one or more units from your army wholly within your deployment zone and one or more units from your army wholly within No Man’s Land, you score 2VP.

    Secondary objective, either/or choice
Unit Abilities
  • Imperial Navy Breachers: Breaching Team Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of...

    Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.

Enhancement

Void War Veterans

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit makes a ranged attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. In addition, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and when doing so, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

Enhancement

Starshell Bombardment

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve the Move characteristic of models in that enemy unit and subtract 1 from Advance and Charge rolls made for it.

Secondary Objective

Glittering Prizes

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, if your WARLORD is within range of an objective marker, roll one D6: on a 1, you score 1VP; on a 2-4, you score D3+1VP; on a 5+, you score 4VP.

Secondary Objective

Landing Party

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, if you have one or more units from your army wholly within your opponent’s deployment zone and one or more units from your army wholly within No Man’s Land, you score 5VP. Otherwise, if you have one or more units from your army wholly within your deployment zone and one or more units from your army wholly within No Man’s Land, you score 2VP.

NameCPCategoryPhasesRules
Small-arms Broadside1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One NAVIS IMPERIALIS unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Attacks and Ballistic Skill characteristics of ranged weapons equipped by models in your unit by 1.
WHEN: Your Shooting phase. TARGET: One NAVIS IMPERIALIS unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Bulkhead By Bulkhead1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One NAVIS IMPERIALIS unit from your army that is within 9" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to D6".
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One NAVIS IMPERIALIS unit from you...
Shipmaster’s Vengeance1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One NAVIS IMPERIALIS unit from your army that is not within Engagement Range of any enemy units and was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 4+, do not remove the destroyed model from play; it can shoot after the attacking unit has finished making its attacks and is then removed from play.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One NAVIS IMPERIALIS unit from your army that is n...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Eidelwynne VanTarrion / Rogue Trader Specialist / Dartmask
Anti-vehicle 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Imperial Navy Breachers / Navis Armsman / Chainfist
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Imperial Navy Breachers / Navis Armsman / Demolition charge; Imperial Navy Breachers / Navis Armsman / Navis heavy shotgun; Imperial Navy Breachers / Navis Armsman / Navis shotgun; Voidsmen-at-Arms / Voidmaster / Artificer shotgunImperial Navy Breachers / Navis Armsman / Demolition charge; Imperial Navy Breachers / Navis Armsman / Navis heavy shotgun; Imperial Navy Breachers...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Imperial Navy Breachers / Navis Armsman / Demolition charge
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Eidelwynne VanTarrion / Rogue Trader / Household pistol
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Imperial Navy Breachers / Navis Armsman / Demolition charge
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Voidsmen-at-Arms / Voidsman / Voidsman rotor cannon
One ShotRangedThe bearer can only shoot with this weapon once per battle.Imperial Navy Breachers / Navis Armsman / Demolition charge
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Eidelwynne VanTarrion / Rogue Trader / Household pistol; Eidelwynne VanTarrion / Rogue Trader Specialist / Dartmask; Eidelwynne VanTarrion / Rogue Trader Specialist / Laspistol; Eidelwynne VanTarrion / Rogue Trader Specialist / Voltaic pistol; Imperial Navy Breachers / Navis Armsman / Autopistol; Imperial Navy Breachers / Navis Sergeant-at-Arms / Bolt pistol; Voidsmen-at-Arms / Voidmaster / Laspistol; Voidsmen-at-Arms / Voidsman / LaspistolEidelwynne VanTarrion / Rogue Trader / Household pistol; Eidelwynne VanTarrion / Rogue Trader Specialist / Dartmask; Eidelwynne VanTarrion / Rogue...
PrecisionMelee, RangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Eidelwynne VanTarrion / Rogue Trader Specialist / Dartmask; Eidelwynne VanTarrion / Rogue Trader Specialist / Death Cult power blade
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Voidsmen-at-Arms / Voidsman / Lasgun
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Voidsmen-at-Arms / Voidsman / Voidsman rotor cannon
Sustained Hits 2RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Eidelwynne VanTarrion / Rogue Trader Specialist / Voltaic pistol
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Astra Militarum

Death Korps Combat Platoon

Krieg Command Squad (6 models)Death Korps of Krieg (10 models)Krieg Heavy Weapons Squad (4 models)Death Riders (5 models)

Common names:Combat Patrol: Death Korps of KriegDeath Korps of Krieg Combat PatrolDKoK Combat PatrolKriegDeath Korps TroopersDeath Korps infantryImperial GuardGuardThe Wall of GunsKrieg Command SquadDeath Korps of KriegKrieg Heavy Weapons Squad

4 units 2 enhancements 3 stratagems 2 secondaries

Krieg Command Squad

■ 1 Lord Commissar
■ 5 Veteran Guardsmen

The Lord Commissar is equipped with: las pistol; power weapon.
One Veteran Guardsmen is equipped with: plasma pistol; power weapon.
One Veteran Guardsmen is equipped with: lasgun; close combat weapon; master vox.
One Veteran Guardsmen is equipped with: lasgun; close combat weapon.
One Veteran Guardsmen is equipped with: meltagun; close combat weapon.
One Veteran Guardsmen is equipped with: laspistol; close combat weapon; servo‑scribes.

Combat Patrol version — modified keywords, stats, unit size25mm
Lord Commissar
M6"
T3
Sv5+
InSV-
W3
Ld6+
OC2
5x Veteran Guardsman
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Lord Commissar - Default Wargear
#WeaponRangeABSSAPDAbilities
1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Meltagun12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Lord Commissar - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Meltagun12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
2Power weapon34+4-21-
4Close combat weapon24+301-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Voice of CommandFaction

In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to. 

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it c...See Army Rule: Voice of Command

Grim DeterminationUnit

While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle‑shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle‑shocked.While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle‑shocked and Orders issued to this unit do not...

OrdersUnit

This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

LeaderUnit

This unit can be attached to the following units: DEATH KORPS OF KRIEG

Keywords: Infantry, Imperium, Platoon, Regiment, Krieg, Character, Officer
Faction Keywords: Astra Militarum

Death Korps of Krieg

• 1 Death Korps Watchmaster
• 9 Death Korps Troopers

The Death Korps Watchmaster is equipped with: bolt pistol; power weapon.
Eight Death Korps Troopers are equipped with: lasgun; close combat weapon.
One Death Korps Trooper is equipped with: flamer; close combat weapon.

Combat Patrol version — modified keywords, unit size25mm
Death Korps Watchmaster
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2
Death Korps Trooper
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Death Korps Watchmaster - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Death Korps Trooper - Default Wargear
#WeaponRangeABSSAPDAbilities
1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

8Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Death Korps Watchmaster - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
Death Korps Trooper - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

8Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon24+4-21-
9Close combat weapon14+301-

Abilities

Grim DemeanourUnit

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

Keywords: Infantry, Battleline, Imperium, Regiment, Platoon, Death Korps of Krieg
Faction Keywords: Astra Militarum

Krieg Heavy Weapons Squad

■ 3 Heavy Weapons Gunners
■ 1 Fire Coordinator

Three Heavy Weapons Gunners are equipped with: twin Krieg heavy stubber; laspistol; close combat weapon.
One Fire Coordinator is equipped with: laspistol; close combat weapon.

Combat Patrol version — modified keywords, unit sizeHeavy Weapons Squad: 50mm Fire Coordinator: 25mm
Heavy Weapons Gunner
M4"
T3
Sv4+
InSV-
W2
Ld7+
OC1
Fire Coordinator
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Heavy Weapons Gunner - Default Wargear
#WeaponRangeABSSAPDAbilities
3Twin Krieg heavy stubber48"35+6-11Heavy, Rapid Fire 3, Twin-linked
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

3Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Fire Coordinator - Default Wargear
#WeaponRangeABSSAPDAbilities
1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Heavy Weapons Gunner - Default Wargear
#WeaponAWSSAPDAbilities
3Close combat weapon14+301-
Fire Coordinator - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Twin Krieg heavy stubber48"35+6-11Heavy, Rapid Fire 3, Twin-linked
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

4Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
4Close combat weapon14+301-

Abilities

Final DutyUnit

While this unit contains a Fire Coordinator, 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.While this unit contains a Fire Coordinator, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play....

Keywords: Infantry, Imperium, Regiment, Krieg Heavy Weapons Squad
Faction Keywords: Astra Militarum

Death Riders

■ 1 Ridemaster
■ 4 Death Riders

Every model is equipped with: Death Rider lascarbine; frag lance; power sabre; steed’s savage claws.

Combat Patrol version — modified keywords, unit size60 x 35.5mm Oval Base
Ridemaster
M10"
T4
Sv4+
InSV-
W2
Ld7+
OC1
Death Rider
M10"
T4
Sv4+
InSV-
W2
Ld7+
OC1

Ranged Weapons

Ridemaster - Default Wargear
#WeaponRangeABSSAPDAbilities
1Death Rider lascarbine18"24+301Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Death Rider - Default Wargear
#WeaponRangeABSSAPDAbilities
4Death Rider lascarbine18"24+301Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Ridemaster - Default Wargear
#WeaponAWSSAPDAbilities
1Frag lanceD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Steed’s savage claws24+4-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Power sabre33+4-21-
Death Rider - Default Wargear
#WeaponAWSSAPDAbilities
4Frag lanceD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

4Steed’s savage claws24+4-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

4Power sabre33+4-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Death Rider lascarbine18"24+301Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
5Frag lanceD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

5Steed’s savage claws24+4-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

5Power sabre33+4-21-

Abilities

Screening LineUnit

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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 6".Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of o...

Keywords: Mounted, Imperium, Regiment, Death Riders
Faction Keywords: Astra Militarum

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Krieg Command Squad: Grim Determination While this unit contains an OFFICER, you can target this unit with Stratagems even while it...

    While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle‑shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle‑shocked.

  • Krieg Command Squad: Orders This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

    This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

  • Krieg Command Squad: Leader This unit can be attached to the following units: DEATH KORPS OF KRIEG

    This unit can be attached to the following units: DEATH KORPS OF KRIEG

  • Death Korps of Krieg: Grim Demeanour Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below...

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

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Krieg Command Squad: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Krieg Command Squad: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Student of the Tactica In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, the bearer can issue 2 additio...

    In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, the bearer can issue 2 additional Orders to REGIMENT units in your Command phase. 

    Enhancement, either/or choice
  • Enhancement: Intimidating Presence (Aura) In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit...

    In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit is within 6" of the bearer’s unit:

    • Each time a model in this unit makes a ranged attack, re‑roll a Hit roll of 1 and re‑roll a Wound roll of 1.

    Enhancement, either/or choice
Army Rules
  • Voice of Command In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet wil...

    In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to. 

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Movement

Your Turn
Patrol Stratagems
  • Fresh Waves - 1CP Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that u...

    WHEN: Reinforcements step of your Movement phase.
    TARGET: One destroyed DEATH KORPS OF KRIEG or DEATH RIDERS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
    EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Army Rules
  • Voice of Command Add 3" to the Move characteristic of models in this unit.

    Add 3" to the Move characteristic of models in this unit.

Unit Abilities
  • Death Riders: Screening Line Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this...

    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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 6".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Fiendslayer Munitions - 1CP Until the end of the phase, each time a model in one of your selected units makes an attack that targets th...

    WHEN: Your Shooting phase.
    TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy VEHICLE or MONSTER unit.
    EFFECT: Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit:

    • Improve the Armour Penetration characteristics of Ranged weapons equipped by models in the selected units by 1. 
    • Ranged weapons equipped by models in the selected units have the [ANTI‑VEHICLE 4+] and [ANTI‑MONSTER 4+] abilities.

Enhancements
  • Enhancement: Intimidating Presence (Aura) In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit...

    In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit is within 6" of the bearer’s unit:

    • Each time a model in this unit makes a ranged attack, re‑roll a Hit roll of 1 and re‑roll a Wound roll of 1.

    Enhancement, either/or choice
Army Rules
  • Voice of Command Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Unit Abilities
  • Krieg Heavy Weapons Squad: Final Duty While this unit contains a Fire Coordinator, each time a Heavy Weapons Gunner model is destr...

    While this unit contains a Fire Coordinator, 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.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Unit Abilities
  • Krieg Heavy Weapons Squad: Final Duty While this unit contains a Fire Coordinator, each time a Heavy Weapons Gunner model is destr...

    While this unit contains a Fire Coordinator, 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.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Smoke Barrage - 1CP Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2...

    WHEN: Start of your opponent’s Charge phase.
    TARGET: One ASTRA MILITARUM unit from your army.
    EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: All Fronts Advance At the end of each player’s turn, you score 5VP if you control one or more objective markers not within your deployme...

    At the end of each player’s turn, you score 5VP if you control one or more objective markers not within your deployment zone.

    Secondary objective, either/or choice
  • Secondary: Hold and Repel At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (exc...

    At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

    Secondary objective, either/or choice

Enhancement

Student of the Tactica

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, the bearer can issue 2 additional Orders to REGIMENT units in your Command phase. 

Enhancement

Intimidating Presence (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly REGIMENT unit is within 6" of the bearer’s unit:

• Each time a model in this unit makes a ranged attack, re‑roll a Hit roll of 1 and re‑roll a Wound roll of 1.

Secondary Objective

All Fronts Advance

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if you control one or more objective markers not within your deployment zone.

Secondary Objective

Hold and Repel

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

Voice of Command

In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to. 

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Move! Move! Move!

Add 3" to the Move characteristic of models in this unit.

Take Aim!

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Take Cover!

Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

NameCPCategoryPhasesRules
Fresh Waves1CPstrategicPloyMovementWHEN: Reinforcements step of your Movement phase.
TARGET: One destroyed DEATH KORPS OF KRIEG or DEATH RIDERS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
WHEN: Reinforcements step of your Movement phase. TARGET: One destroyed DEATH KORPS OF KRIEG or DEATH RIDERS unit from your army. You can use this...
Fiendslayer Munitions1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy VEHICLE or MONSTER unit.
EFFECT: Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit:

• Improve the Armour Penetration characteristics of Ranged weapons equipped by models in the selected units by 1. 
• Ranged weapons equipped by models in the selected units have the [ANTI‑VEHICLE 4+] and [ANTI‑MONSTER 4+] abilities.
WHEN: Your Shooting phase. TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy VEHICLE or MONSTER unit. EFFECT: Until the end...
Smoke Barrage1CPstrategicPloyChargeWHEN: Start of your opponent’s Charge phase.
TARGET: One ASTRA MILITARUM unit from your army.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
WHEN: Start of your opponent’s Charge phase. TARGET: One ASTRA MILITARUM unit from your army. EFFECT: Until the end of the phase, each time an enem...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Death Riders / Death Rider / Death Rider lascarbine; Death Riders / Ridemaster / Death Rider lascarbine
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Death Riders / Death Rider / Steed’s savage claws; Death Riders / Ridemaster / Steed’s savage claws
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Krieg Command Squad / Veteran Guardsman / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Krieg Heavy Weapons Squad / Heavy Weapons Gunner / Twin Krieg heavy stubber
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Death Korps of Krieg / Death Korps Trooper / Flamer
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Death Riders / Death Rider / Frag lance; Death Riders / Ridemaster / Frag lance
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Krieg Command Squad / Veteran Guardsman / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Death Korps of Krieg / Death Korps Watchmaster / Bolt pistol; Krieg Command Squad / Lord Commissar / Laspistol; Krieg Command Squad / Veteran Guardsman / Laspistol; Krieg Command Squad / Veteran Guardsman / Plasma pistol; Krieg Heavy Weapons Squad / Fire Coordinator / Laspistol; Krieg Heavy Weapons Squad / Heavy Weapons Gunner / LaspistolDeath Korps of Krieg / Death Korps Watchmaster / Bolt pistol; Krieg Command Squad / Lord Commissar / Laspistol; Krieg Command Squad / Veteran Guard...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Death Korps of Krieg / Death Korps Trooper / Lasgun; Krieg Command Squad / Veteran Guardsman / Lasgun
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Krieg Heavy Weapons Squad / Heavy Weapons Gunner / Twin Krieg heavy stubber
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Death Korps of Krieg / Death Korps Trooper / Flamer
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Krieg Heavy Weapons Squad / Heavy Weapons Gunner / Twin Krieg heavy stubber
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Astra Militarum

Drayden’s Lance

Drayden’s Command Squad (5 models)Attilan Rough Riders (5 models)Attlian Rough Riders (5 models)Kasrkin (10 models)

Common names:Astra Militarum 2025 Combat PatrolImperial Guard cavalryhot-shot lasgunshunting lancesImperial GuardGuardThe Wall of GunsDrayden’s Command SquadAttilan Rough RidersAttlian Rough RidersKasrkin

3 units 2 enhancements 3 stratagems 2 secondaries

Attilan Rough Riders

ATTILAN ROUGH RIDERS (5 MODELS)

■ The Rough Rider Sergeant model is equipped with: lasgun; laspistol; hunting lance; power sabre; steed’s hooves.
■ 1 Rough Rider model is equipped with: lasgun; laspistol; goad lance; steed’s hooves.
■ 3 Rough Rider models are equipped with: lasgun; laspistol; hunting lance; steed’s hooves.

Combat Patrol version — modified unit size60 x 35mm Oval Base
Rough Rider Sergeant
M12"
T4
Sv4+
InSV-
W2
Ld7+
OC1
Rough Rider
M12"
T4
Sv4+
InSV-
W2
Ld7+
OC1

Ranged Weapons

Rough Rider Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Rough Rider - Default Wargear
#WeaponRangeABSSAPDAbilities
4Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

4Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Rough Rider Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power sabre43+4-21-
1Hunting lance - frag tipD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Hunting lance - melta tip13+9-4D6Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Steed’s hooves24+401Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Rough Rider - Default Wargear
#WeaponAWSSAPDAbilities
1Goad lance23+6-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Hunting lance - frag tipD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Hunting lance - melta tip13+9-4D6Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

4Steed’s hooves24+401Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

5Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sabre43+4-21-
4Hunting lance - frag tipD63+401Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

4Hunting lance - melta tip13+9-4D6Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

5Steed’s hooves24+401Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Goad lance23+6-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

HorsemastersUnit

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Keywords: Mounted, Grenades, Imperium, Regiment, Attilan Rough Riders
Faction Keywords: Astra Militarum

Drayden’s Command Squad

DRAYDENS’ COMMAND SQUAD (5 MODELS)

■ Major Drayden is equipped with: plasma pistol; power weapon.
■ 1 Cadian Veteran Guardsman model is equipped with: bolt pistol; power fist.
■ 1 Cadian Veteran Guardsman model is equipped with: lasgun; close combat weapon; medi-pack.
■ 2 Cadian Veteran Guardsman models are equipped with: lasgun; close combat weapon.

Combat Patrol datasheet28.5mm
Major Drayden
M6"
T3
Sv5+
InSV-
W3
Ld7+
OC1
Cadian Veteran Guardsman
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Major Drayden - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Cadian Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
3Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Major Drayden - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
Cadian Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
3Close combat weapon24+301-
1Power fist34+6-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
3Close combat weapon24+301-
1Power fist34+6-22-

Abilities

Voice of CommandFaction

OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.
OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which u...See Army Rule: Voice of Command

Cadia Stands!Unit

While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack.While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control,...

OrdersUnit

This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

Keywords: Infantry, Grenades, Imperium, Platoon, Cadian, Command Squad, Character, Officer
Faction Keywords: Astra Militarum

Kasrkin

KASRKIN (10 MODELS)

■ The Kaskin Sergeant model is equipped with: plasma pistol; chainsword.
■ 1 Kasrkin Trooper model is equipped with: hot-shot marksman rifle; close combat weapon.
■ 1 Kasrkin Trooper model is equipped with: hot-shot laspistol; close combat weapon; melta mine.
■ 1 Kasrkin Trooper model is equipped with: flamer; close combat weapon.
■ 1 Kasrkin Trooper model is equipped with: grenade launcher; close combat weapon.
■ 1 Kasrkin Trooper model is equipped with: hot-shot volley gun; close combat weapon.
■ 1 Kasrkin Trooper model is equipped with: plasma gun; close combat weapon.
■ 3 Kasrkin Trooper models are equipped with: hot-shot lasgun; close combat weapon.

Combat Patrol version — modified unit size28.5mm
Kasrkin Sergeant
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC1
Kasrkin
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Kasrkin Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Kasrkin - Default Wargear
#WeaponRangeABSSAPDAbilities
1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Grenade Launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Grenade Launcher - krak24"13+9-2D3-
1Hot-shot laspistol12"13+3-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Hot-shot marksman rifle36"13+4-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Hot-shot volley gun30"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

3Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Kasrkin Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Chainsword44+301-
Kasrkin - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Grenade Launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Grenade Launcher - krak24"13+9-2D3-
1Hot-shot laspistol12"13+3-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Hot-shot marksman rifle36"13+4-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Hot-shot volley gun30"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

3Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chainsword44+301-
9Close combat weapon24+301-

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Warrior EliteUnit

In your Command phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an OFFICER model this turn.In your Command phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders iss...

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Grenades, Imperium, Regiment, Kasrkin
Faction Keywords: Astra Militarum

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Drayden’s Command Squad: Orders This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

    This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Kasrkin: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Kasrkin: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Prime Target - 1CP Select one enemy unit. Until the start of your next Command phase, weapons equipped by ASTRA MILITARUM mode...

    WHEN: Your Command phase.
    TARGET: One OFFICER unit from your army.
    EFFECT: Select one enemy unit. Until the start of your next Command phase, weapons equipped by ASTRA MILITARUM models from your army have the [LETHAL HITS] ability while targeting that enemy unit.

Enhancements
  • Enhancement: Overarching Command In your Command phase, the bearer can issue one additional Order that phase. In addition, each time the bearer issues...

    In your Command phase, the bearer can issue one additional Order that phase. In addition, each time the bearer issues an Order, it can be issued to any friendly ASTRA MILITARUM unit on the battlefield, regardless of distance between the two units or any keywords that unit would normally be required to have.

    Enhancement, either/or choice
Army Rules
  • Voice of Command OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue...

    OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

    Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Unit Abilities
  • Kasrkin: Warrior Elite In your Command phase, you can select one Order to affect this unit until the start of your...

    In your Command phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an OFFICER model this turn.

Movement

Your Turn
Army Rules
  • Voice of Command OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue...

    OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

    Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Unit Abilities
  • Attilan Rough Riders: Horsemasters This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Kasrkin: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Core Stratagems
  • Grenade - 1CP Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of one or mor...

    WHEN: Your Shooting phase.
    TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.
    EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of one or more units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

Army Rules
  • Voice of Command Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Unit Abilities
  • Attilan Rough Riders: Horsemasters This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Drayden’s Command Squad: Cadia Stands! While this unit contains an OFFICER, each time a ranged attack targets this unit, if this un...

    While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Born In The Saddle - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ATTILAN ROUGH RIDERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Charge

Your Turn
Unit Abilities
  • Attilan Rough Riders: Horsemasters This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Last Stand - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Army Rules
  • Voice of Command Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

    Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Last Stand - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Commando Training Each time the bearer issues an Order to a friendly unit, you can select one objective marker within range of that uni...

    Each time the bearer issues an Order to a friendly unit, you can select one objective marker within range of that unit and one objective marker within range of the bearer’s unit. Those objective markers are secured by you (see the Combat Patrol rules).

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Advance and Eliminate Each time an ASTRA MILITARUM unit from your army destroys an enemy unit, if that enemy unit started that phase within...

    Each time an ASTRA MILITARUM unit from your army destroys an enemy unit, if that enemy unit started that phase within range of one or more objective markers within No Man’s Land, you score 3VP.

    Secondary objective, either/or choice
  • Secondary: Battlefield Domination At the end of the battle, you score 4VP for each objective marker you control. You cannot score more than 12VP from t...

    At the end of the battle, you score 4VP for each objective marker you control.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Army Rules
  • Voice of Command OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue...

    OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

    Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Unit Abilities
  • Drayden’s Command Squad: Cadia Stands! While this unit contains an OFFICER, each time a ranged attack targets this unit, if this un...

    While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack.

Enhancement

Overarching Command

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, the bearer can issue one additional Order that phase. In addition, each time the bearer issues an Order, it can be issued to any friendly ASTRA MILITARUM unit on the battlefield, regardless of distance between the two units or any keywords that unit would normally be required to have.

Enhancement

Commando Training

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer issues an Order to a friendly unit, you can select one objective marker within range of that unit and one objective marker within range of the bearer’s unit. Those objective markers are secured by you (see the Combat Patrol rules).

Secondary Objective

Advance and Eliminate

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an ASTRA MILITARUM unit from your army destroys an enemy unit, if that enemy unit started that phase within range of one or more objective markers within No Man’s Land, you score 3VP.

Secondary Objective

Battlefield Domination

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 4VP for each objective marker you control.

You cannot score more than 12VP from this secondary objective.

Voice of Command

OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Fix Bayonets!

Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Take Cover!

Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

NameCPCategoryPhasesRules
Last Stand1CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ASTRA MILITARUM unit from your army that was selected as the targ...
Prime Target1CPbattleTacticCommandWHEN: Your Command phase.
TARGET: One OFFICER unit from your army.
EFFECT: Select one enemy unit. Until the start of your next Command phase, weapons equipped by ASTRA MILITARUM models from your army have the [LETHAL HITS] ability while targeting that enemy unit.
WHEN: Your Command phase. TARGET: One OFFICER unit from your army. EFFECT: Select one enemy unit. Until the start of your next Command phase, weapo...
Born In The Saddle1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ATTILAN ROUGH RIDERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ATTILAN ROUGH RIDERS unit from your army that...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Kasrkin / Kasrkin / Grenade Launcher
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Attilan Rough Riders / Rough Rider / Steed’s hooves; Attilan Rough Riders / Rough Rider Sergeant / Steed’s hooves
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Drayden’s Command Squad / Major Drayden / Plasma pistol; Kasrkin / Kasrkin / Plasma gun; Kasrkin / Kasrkin Sergeant / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Kasrkin / Kasrkin / Hot-shot marksman rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Kasrkin / Kasrkin / Flamer
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Attilan Rough Riders / Rough Rider / Goad lance; Attilan Rough Riders / Rough Rider / Hunting lance; Attilan Rough Riders / Rough Rider Sergeant / Hunting lanceAttilan Rough Riders / Rough Rider / Goad lance; Attilan Rough Riders / Rough Rider / Hunting lance; Attilan Rough Riders / Rough Rider Sergeant /...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Attilan Rough Riders / Rough Rider / Laspistol; Attilan Rough Riders / Rough Rider Sergeant / Laspistol; Drayden’s Command Squad / Cadian Veteran Guardsman / Bolt pistol; Drayden’s Command Squad / Major Drayden / Plasma pistol; Kasrkin / Kasrkin / Hot-shot laspistol; Kasrkin / Kasrkin Sergeant / Plasma pistolAttilan Rough Riders / Rough Rider / Laspistol; Attilan Rough Riders / Rough Rider Sergeant / Laspistol; Drayden’s Command Squad / Cadian Veteran G...
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Kasrkin / Kasrkin / Hot-shot marksman rifle
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Attilan Rough Riders / Rough Rider / Lasgun; Attilan Rough Riders / Rough Rider Sergeant / Lasgun; Drayden’s Command Squad / Cadian Veteran Guardsman / Lasgun; Kasrkin / Kasrkin / Hot-shot lasgun; Kasrkin / Kasrkin / Plasma gunAttilan Rough Riders / Rough Rider / Lasgun; Attilan Rough Riders / Rough Rider Sergeant / Lasgun; Drayden’s Command Squad / Cadian Veteran Guardsm...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Kasrkin / Kasrkin / Hot-shot volley gun
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Kasrkin / Kasrkin / Flamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Grenade1CPwargearShootingWHEN: Your Shooting phase.
TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.
EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of one or more units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not w...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Astra Militarum

Karsk’s Gunners

Command Squad Karsk (5 models)Cadian Shock Troops (10 models)Cadian Shock Troops (10 models)Field Ordnance Battery (2 models)Armoured Sentinel (1 model)

Common names:Major KarskCadian Command SquadCadian Combat PatrolImperial Guard Combat PatrolCombat Patrol: Astra MilitarumGunnerImperial GuardGuardThe Wall of GunsCommand Squad KarskCadian Shock TroopsField Ordnance Battery

5 units 2 enhancements 3 stratagems 2 secondaries

Command Squad Karsk

Command Squad Karsk (5 models)

■ Karsk is equipped with: plasma pistol; power weapon.
■ 1 Cadian Veteran Guardsman is equipped with: bolt pistol; power fist.
■ 1 Cadian Veteran Guardsman is equipped with: lasgun; close combat weapon.
■ 1 Cadian Veteran Guardsman is equipped with: lasgun; close combat weapon; medi-pack.
■ 1 Cadian Veteran Guardsman is equipped with: lasgun; close combat weapon; regimental standard.

Combat Patrol datasheet28.5mm
Karsk
M6"
T3
Sv5+
InSV-
W3
Ld7+
OC1
Cadian Veteran Guardsman with power fist
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1
Cadian Veteran Guardsman with Medi-pack
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1
Cadian Veteran Guardsman with Regimental Standard
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1
Cadian Veteran Guardsman
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Karsk - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Cadian Veteran Guardsman with power fist - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Cadian Veteran Guardsman - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Cadian Veteran Guardsman with Medi-pack - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Cadian Veteran Guardsman with Regimental Standard - Default Wargear
#WeaponRangeABSSAPDAbilities
1Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Karsk - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
Cadian Veteran Guardsman with power fist - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist34+6-22-
Cadian Veteran Guardsman - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Cadian Veteran Guardsman with Medi-pack - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-
Cadian Veteran Guardsman with Regimental Standard - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon34+4-21-
1Power fist34+6-22-
3Close combat weapon24+301-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Voice of CommandFaction

In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.
In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it c...See Army Rule: Voice of Command

LeaderUnit

This unit can be attached to the following unit: CADIAN SHOCK TROOPS

OrdersUnit

This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

Keywords: Infantry, Imperium, Cadian, Command Squad, Character, Officer, Karsk
Faction Keywords: Astra Militarum

Field Ordnance Battery

Field Ordnance Battery (2 models)

■ 1 model is equipped with: bombast field gun; lasgun; laspistol; battery close combat weapons.
■ 1 model is equipped with: malleus rocket launcher; lasgun; laspistol; battery close combat weapons.

Combat Patrol version — modified keywords, stats, unit size100mm
Field Ordnance Battery
M4"
T5
Sv4+
InSV-
W6
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bombast field gun48"D65+7-12Blast, Heavy, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

1Malleus rocket launcher48"D6+65+6-11Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

2Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

2Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Battery close combat weapons34+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bombast field gun48"D65+7-12Blast, Heavy, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

1Malleus rocket launcher48"D6+65+6-11Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

2Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

2Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Battery close combat weapons34+301-

Abilities

Rearm, Reload, FireUnit

While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [S...

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing one model.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing one m...

Keywords: Infantry, Artillery, Imperium, Regiment, Field Ordnance Battery
Faction Keywords: Astra Militarum

Cadian Shock Troops

Cadian Shock Troops (10 models)

■ 1 Shock Trooper Sergeant is equipped with: laspistol; chainsword.
■ 7 Shock Troopers are equipped with: lasgun; close combat weapon.
■ 1 Shock Trooper is equipped with: flamer; close combat weapon.
■ 1 Shock Trooper is equipped with: meltagun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size25mm
Shock Trooper Sergeant
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2
Shock Trooper
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Shock Trooper Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Shock Trooper - Default Wargear
#WeaponRangeABSSAPDAbilities
7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Meltagun12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

Shock Trooper Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Chainsword34+301-
Shock Trooper - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Laspistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Meltagun12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chainsword34+301-
9Close combat weapon14+301-
Keywords: Infantry, Battleline, Imperium, Regiment, Platoon, Cadian, Cadian Shock Troops
Faction Keywords: Astra Militarum

Cadian Shock Troops

Cadian Shock Troops (10 models)

■ 1 Shock Trooper Sergeant is equipped with: drum-fed autogun; close combat weapon.
■ 6 Shock Troopers are equipped with: lasgun; close combat weapon.
■ 1 Shock Trooper is equipped with: lasgun; close combat weapon; vox caster.
■ 1 Shock Trooper is equipped with: grenade launcher; close combat weapon.
■ 1 Shock Trooper is equipped with: plasma gun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size25mm
Shock Trooper Sergeant
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2
Shock Trooper
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Shock Trooper Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Drum-fed autogun24"24+301-
Shock Trooper - Default Wargear
#WeaponRangeABSSAPDAbilities
7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Grenade launcher - frag24"D34+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Grenade launcher - krak24"14+9-2D3-
1Plasma gun - standard24"14+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"14+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Shock Trooper Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon14+301-
Shock Trooper - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Drum-fed autogun24"24+301-
7Lasgun24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Grenade launcher - frag24"D34+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Grenade launcher - krak24"14+9-2D3-
1Plasma gun - standard24"14+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"14+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon14+301-
Keywords: Infantry, Battleline, Imperium, Regiment, Platoon, Cadian, Cadian Shock Troops
Faction Keywords: Astra Militarum

Armoured Sentinel

Armoured Sentinel (1 model)

■ This model is equipped with: hunter-killer missile; plasma cannon; close combat weapon.

Combat Patrol datasheet80mm
Armoured Sentinel
M8"
T8
Sv2+
InSV-
W7
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Hunter-killer missile48"14+14-3D6One Shot
One Shot

The bearer can only shoot with this weapon once per battle.

1Plasma cannon - standard36"D34+7-21Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Plasma cannon - supercharge36"D34+8-32Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon24+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Hunter-killer missile48"14+14-3D6One Shot
One Shot

The bearer can only shoot with this weapon once per battle.

1Plasma cannon - standard36"D34+7-21Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Plasma cannon - supercharge36"D34+8-32Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon24+601-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Mobile Hunter-killersUnit

Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.

Keywords: Vehicle, Walker, Imperium, Regiment, Squadron, Smoke, Armoured Sentinel
Faction Keywords: Astra Militarum

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Command Squad Karsk: Leader This unit can be attached to the following unit: CADIAN SHOCK TROOPS

    This unit can be attached to the following unit: CADIAN SHOCK TROOPS

  • Command Squad Karsk: Orders This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

    This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

  • Armoured Sentinel: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Armoured Sentinel: Mobile Hunter-killers Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you c...

    Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Armoured Sentinel: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Command Squad Karsk: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Field Ordnance Battery: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing one model.

Opponent’s Turn
Unit Abilities
  • Command Squad Karsk: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Secondary Objectives
  • Secondary: Methodical Destruction At the start of the battle round, select one enemy unit that is not destroyed to be your army’s target for that battl...

    At the start of the battle round, select one enemy unit that is not destroyed to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Command Laurels In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, each time the bearer issues an...

    In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, each time the bearer issues an Order, it is issued to all friendly ASTRA MILITARUM units on the battlefield.

    Enhancement, either/or choice
  • Enhancement: Gunnery Officer (Aura) In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly ARTILLERY uni...

    In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly ARTILLERY unit is within 6" of the bearer’s unit:

    ■ Each time you roll to determine the number of attacks a model in that ARTILLERY unit makes with a weapon, you can re-roll the result.

    ■ Models in that ARTILLERY unit have the Lone Operative ability if they have not made any attacks yet this battle.

    Enhancement, either/or choice
Army Rules
  • Voice of Command In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet wil...

    In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Opponent’s Turn
Patrol Stratagems
  • Artillery Strike - 2CP Until the end of the turn, halve the Move characteristic of enemy models, halve Advance rolls made for enem...

    WHEN: Start of your opponent’s Command phase.
    TARGET: One OFFICER model from your army.
    EFFECT: Until the end of the turn, halve the Move characteristic of enemy models, halve Advance rolls made for enemy units, enemy units cannot declare a charge and each time an enemy model makes a ranged attack, subtract 1 from the Hit roll.
    RESTRICTIONS: You can only use this Stratagem once per battle.

Movement

Your Turn
Patrol Stratagems
  • Send in the Next Wave - 1CP Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that u...

    WHEN: Reinforcements step of your Movement phase.
    TARGET: One destroyed CADIAN SHOCK TROOPS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
    EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of your battlefield edge and not within Engagement Range of one or more enemy units.

Army Rules
  • Voice of Command Add 3" to the Move characteristic of models in this unit.

    Add 3" to the Move characteristic of models in this unit.

Unit Abilities
  • Field Ordnance Battery: Rearm, Reload, Fire While this unit is being affected by an Order, provided it Remained Stationary this turn, He...

    While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Bring It Down - 1CP Until the end of the phase, each time a model in one of your selected units makes an attack that targets th...

    WHEN: Your Shooting phase.
    TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy unit.
    EFFECT: Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit, you can re-roll the Hit roll.

Army Rules
  • Voice of Command Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attack...

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

    *Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: One Shot The bearer can only shoot with this weapon once per battle.

    The bearer can only shoot with this weapon once per battle.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Hold the Line At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (exc...

    At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

    Secondary objective, either/or choice

Enhancement

Command Laurels

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, each time the bearer issues an Order, it is issued to all friendly ASTRA MILITARUM units on the battlefield.

Enhancement

Gunnery Officer (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, if the bearer is on the battlefield, you gain 1CP. In addition, while a friendly ARTILLERY unit is within 6" of the bearer’s unit:

■ Each time you roll to determine the number of attacks a model in that ARTILLERY unit makes with a weapon, you can re-roll the result.

■ Models in that ARTILLERY unit have the Lone Operative ability if they have not made any attacks yet this battle.

Secondary Objective

Hold the Line

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 3VP if there are no enemy units wholly within your deployment zone (excluding Battle-shocked units). If there are no enemy units wholly within 6" of your deployment zone (excluding Battle-shocked units), you score 5VP instead.

Secondary Objective

Methodical Destruction

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the battle round, select one enemy unit that is not destroyed to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.

Voice of Command

In your Command phase, OFFICER models from your army with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). If a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Move! Move! Move!

Add 3" to the Move characteristic of models in this unit.

Take Aim!

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Take Cover!

Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

NameCPCategoryPhasesRules
Send in the Next Wave1CPstrategicPloyMovementWHEN: Reinforcements step of your Movement phase.
TARGET: One destroyed CADIAN SHOCK TROOPS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of your battlefield edge and not within Engagement Range of one or more enemy units.
WHEN: Reinforcements step of your Movement phase. TARGET: One destroyed CADIAN SHOCK TROOPS unit from your army. You can use this Stratagem on that...
Bring It Down1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit, you can re-roll the Hit roll.
WHEN: Your Shooting phase. TARGET: Any number of ASTRA MILITARUM units from your army, and one enemy unit. EFFECT: Until the end of the phase, each...
Artillery Strike2CPstrategicPloyCommandWHEN: Start of your opponent’s Command phase.
TARGET: One OFFICER model from your army.
EFFECT: Until the end of the turn, halve the Move characteristic of enemy models, halve Advance rolls made for enemy units, enemy units cannot declare a charge and each time an enemy model makes a ranged attack, subtract 1 from the Hit roll.
WHEN: Start of your opponent’s Command phase. TARGET: One OFFICER model from your army. EFFECT: Until the end of the turn, halve the Move character...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Armoured Sentinel / Armoured Sentinel / Plasma cannon; Cadian Shock Troops / Shock Trooper / Grenade launcher; Field Ordnance Battery / Field Ordnance Battery / Bombast field gun; Field Ordnance Battery / Field Ordnance Battery / Malleus rocket launcherArmoured Sentinel / Armoured Sentinel / Plasma cannon; Cadian Shock Troops / Shock Trooper / Grenade launcher; Field Ordnance Battery / Field Ordna...
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Armoured Sentinel / Armoured Sentinel / Plasma cannon; Cadian Shock Troops / Shock Trooper / Plasma gun; Command Squad Karsk / Karsk / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Field Ordnance Battery / Field Ordnance Battery / Bombast field gun; Field Ordnance Battery / Field Ordnance Battery / Malleus rocket launcher
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Cadian Shock Troops / Shock Trooper / Flamer
Indirect FireRangedWeapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visib...
Field Ordnance Battery / Field Ordnance Battery / Bombast field gun
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Cadian Shock Troops / Shock Trooper / Meltagun
One ShotRangedThe bearer can only shoot with this weapon once per battle.Armoured Sentinel / Armoured Sentinel / Hunter-killer missile
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Cadian Shock Troops / Shock Trooper Sergeant / Laspistol; Command Squad Karsk / Cadian Veteran Guardsman with power fist / Bolt pistol; Command Squad Karsk / Karsk / Plasma pistol; Field Ordnance Battery / Field Ordnance Battery / LaspistolCadian Shock Troops / Shock Trooper Sergeant / Laspistol; Command Squad Karsk / Cadian Veteran Guardsman with power fist / Bolt pistol; Command Squ...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Cadian Shock Troops / Shock Trooper / Lasgun; Cadian Shock Troops / Shock Trooper / Plasma gun; Command Squad Karsk / Cadian Veteran Guardsman / Lasgun; Command Squad Karsk / Cadian Veteran Guardsman with Medi-pack / Lasgun; Command Squad Karsk / Cadian Veteran Guardsman with Regimental Standard / Lasgun; Field Ordnance Battery / Field Ordnance Battery / LasgunCadian Shock Troops / Shock Trooper / Lasgun; Cadian Shock Troops / Shock Trooper / Plasma gun; Command Squad Karsk / Cadian Veteran Guardsman / La...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Cadian Shock Troops / Shock Trooper / Flamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Astra Militarum

Strike Platoon Gorgonne VI

Kreeth’s Command (5 models)Tempestus Scions (10 models)Tempestus Scions (10 models)Taurox Prime (1 model)

Common names:Tempestus Scions Combat PatrolMilitarum TempestusTempestus Command SquadScionsWhite Dwarf 508Imperial GuardGuardThe Wall of GunsKreeth’s CommandTempestus ScionsTaurox Prime

3 units 2 enhancements 3 stratagems 2 secondaries

Kreeth’s Command

Kreeth’s Command (5 models)

■ Tempestor Prime Kreeth is equipped with: bolt pistol; Tempestus dagger.
■ 1 Tempestus Scion model is equipped with: plasma gun; close combat weapon.
■ 3 Tempestus Scion models are equipped with: hot‑shot lasgun; close combat weapon.

Combat Patrol datasheet25mm
Tempestor Prime Kreeth
M6"
T3
Sv4+
InSV-
W3
Ld7+
OC1
Tempestus Scion
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Tempestor Prime Kreeth - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Tempestus Scion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

3Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Tempestor Prime Kreeth - Default Wargear
#WeaponAWSSAPDAbilities
1Tempestus dagger43+301-
Tempestus Scion - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

3Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Tempestus dagger43+301-
4Close combat weapon24+301-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Tempestor PrimeUnit

While this unit contains a Tempestor Prime Kreeth model, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

OrdersUnit

This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

LeaderUnit

This unit can be attached to the following unit: TEMPESTUS SCIONS.

Keywords: Infantry, Imperium, Regiment, Militarum Tempestus, Command Squad, Kreeth’s Command, Character, Officer
Faction Keywords: Astra Militarum

Tempestus Scions

Tempestus Scions (10 models)

■ The Tempestor model is equipped with: bolt pistol; power fist.
■ 1 Tempestus Scion model is equipped with: meltagun; close combat weapon.
■ 1 Tempestus Scion model is equipped with: hot‑shot volley gun; close combat weapon.
■ 2 Tempestus Scion models are equipped with: grenade launcher; close combat weapon.
■ 5 Tempestus Scion models are equipped with: hot‑shot lasgun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size25mm
Tempestor
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC1
Tempestus Scion
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Tempestor - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Tempestus Scion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Hot-shot volley gun30"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

2Grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

2Grenade launcher - krak24"13+9-2D3-
5Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Tempestor - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist34+6-22-
Tempestus Scion - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Hot-shot volley gun30"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

2Grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

2Grenade launcher - krak24"13+9-2D3-
5Hot-shot lasgun24"13+3-11Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist34+6-22-
9Close combat weapon24+301-

Abilities

Storm TroopersUnit

Each time a model in this unit makes an attack, re‑roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re‑roll the Wound roll instead.Each time a model in this unit makes an attack, re‑roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objecti...

Keywords: Infantry, Imperium, Regiment, Militarum Tempestus, Tempestus Scions
Faction Keywords: Astra Militarum

Taurox Prime

Taurox Prime (1 model)

■ This model is equipped with: Taurox missile launcher; twin autocannon; armoured tracks.

Combat Patrol version — modified unit sizeHull
Taurox Prime
M12"
T8
Sv3+
InSV-
W10
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Taurox missile launcher - frag48"D63+401Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Taurox missile launcher - krak48"13+9-2D6Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin autocannon48"23+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Taurox missile launcher - frag48"D63+401Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Taurox missile launcher - krak48"13+9-2D6Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin autocannon48"23+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Transport SupportUnit

In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re‑roll the Hit roll.In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase,...

TransportUnit

This model has a transport capacity of 12 MILITARUM TEMPESTUS INFANTRY or ASTRA MILITARUM INFANTRY CHARACTER models.

Keywords: Vehicle, Imperium, Squadron, Transport, Dedicated Transport, Taurox Prime
Faction Keywords: Astra Militarum

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Kreeth’s Command: Orders This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

    This unit’s OFFICER can issue 1 Order to a REGIMENT unit.

  • Kreeth’s Command: Leader This unit can be attached to the following unit: TEMPESTUS SCIONS.

    This unit can be attached to the following unit: TEMPESTUS SCIONS.

  • Taurox Prime: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Taurox Prime: Transport This model has a transport capacity of 12 MILITARUM TEMPESTUS INFANTRY or ASTRA MILITARUM IN...

    This model has a transport capacity of 12 MILITARUM TEMPESTUS INFANTRY or ASTRA MILITARUM INFANTRY CHARACTER models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Taurox Prime: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Kreeth’s Command: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Kreeth’s Command: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Servo-Augur Array - 1CP Select one objective marker you control that your unit is within range of. That objective marker remains un...

    WHEN: End of your Command phase.
    TARGET: One ASTRA MILITARUM unit from your army.
    EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Secondary Objectives
  • Secondary: Cordon Imperator From the second battle round onwards, at the end of your Command phase, you score 4VP if you control the objective ma...

    From the second battle round onwards, at the end of your Command phase, you score 4VP if you control the objective marker closest to your battlefield edge and you control one other objective marker that is wholly within No Man’s Land.

    Secondary objective, either/or choice
Army Rules
  • Voice of Command OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue...

    OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle‑shocked units, and if a unit being affected by an Order becomes Battle‑shocked, that Order ceases to affect that unit.

    Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Movement

Your Turn
Patrol Stratagems
  • Swift Execution - 1CP Until the end of the phase, add 3" to the Move characteristic of models in your unit.

    WHEN: Your Movement phase.
    TARGET: One ASTRA MILITARUM INFANTRY unit from your army that has not been selected to move this phase.
    EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your unit.

Army Rules
  • Voice of Command OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue...

    OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

    OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle‑shocked units, and if a unit being affected by an Order becomes Battle‑shocked, that Order ceases to affect that unit.

    Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Unit Abilities
  • Taurox Prime: Transport Support In your Shooting phase, after this model has shot, select one enemy unit that was hit by one...

    In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re‑roll the Hit roll.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Covert Commando ■ Models in the bearer’s unit have the Stealth ability. ■ Enemy units cannot use the Fire Overwatch Stratagem to shoo...

    ■ Models in the bearer’s unit have the Stealth ability.
    ■ Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

    Enhancement, either/or choice
  • Enhancement: Close Assault Doctrine ■ Ranged weapons equipped by models in the bearer’s unit have the [PISTOL] ability. ■ Each time you target the bearer...

    ■ Ranged weapons equipped by models in the bearer’s unit have the [PISTOL] ability.
    ■ Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Army Rules
  • Voice of Command Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Unit Abilities
  • Kreeth’s Command: Tempestor Prime While this unit contains a Tempestor Prime Kreeth model, ranged weapons equipped by models i...

    While this unit contains a Tempestor Prime Kreeth model, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

  • Taurox Prime: Transport Support In your Shooting phase, after this model has shot, select one enemy unit that was hit by one...

    In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re‑roll the Hit roll.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Indoctrinated Obedience - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot this ph...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot this phase, roll one D6, adding 3 if your unit has the VEHICLE keyword. On a 3+, do not remove the destroyed model from play; it can shoot after the attacking model’s unit has finished making its attacks and is then removed from play.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Close Assault Doctrine ■ Ranged weapons equipped by models in the bearer’s unit have the [PISTOL] ability. ■ Each time you target the bearer...

    ■ Ranged weapons equipped by models in the bearer’s unit have the [PISTOL] ability.
    ■ Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Tempest of the Emperor You score 3VP each time an ASTRA MILITARUM model from your army destroys an enemy unit that started the phase within...

    You score 3VP each time an ASTRA MILITARUM model from your army destroys an enemy unit that started the phase within range of one or more objective markers.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Army Rules
  • Voice of Command Improve the Leadership and Objective Control characteristics of models in this unit by 1.

    Improve the Leadership and Objective Control characteristics of models in this unit by 1.

Unit Abilities
  • Tempestus Scions: Storm Troopers Each time a model in this unit makes an attack, re‑roll a Wound roll of 1. If the target of...

    Each time a model in this unit makes an attack, re‑roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re‑roll the Wound roll instead.

Enhancement

Covert Commando

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Models in the bearer’s unit have the Stealth ability.
■ Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

Enhancement

Close Assault Doctrine

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Ranged weapons equipped by models in the bearer’s unit have the [PISTOL] ability.
■ Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

Secondary Objective

Cordon Imperator

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, you score 4VP if you control the objective marker closest to your battlefield edge and you control one other objective marker that is wholly within No Man’s Land.

Secondary Objective

Tempest of the Emperor

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 3VP each time an ASTRA MILITARUM model from your army destroys an enemy unit that started the phase within range of one or more objective markers.

You cannot score more than 12VP from this secondary objective.

Voice of Command

OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle‑shocked units, and if a unit being affected by an Order becomes Battle‑shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Take Aim!

Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

Take Cover!

Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

Improve the Leadership and Objective Control characteristics of models in this unit by 1.

NameCPCategoryPhasesRules
Servo-Augur Array1CPstrategicPloyCommandWHEN: End of your Command phase.
TARGET: One ASTRA MILITARUM unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WHEN: End of your Command phase. TARGET: One ASTRA MILITARUM unit from your army. EFFECT: Select one objective marker you control that your unit is...
Swift Execution1CPstrategicPloyMovementWHEN: Your Movement phase.
TARGET: One ASTRA MILITARUM INFANTRY unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your unit.
WHEN: Your Movement phase. TARGET: One ASTRA MILITARUM INFANTRY unit from your army that has not been selected to move this phase. EFFECT: Until th...
Indoctrinated Obedience1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot this phase, roll one D6, adding 3 if your unit has the VEHICLE keyword. On a 3+, do not remove the destroyed model from play; it can shoot after the attacking model’s unit has finished making its attacks and is then removed from play.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ASTRA MILITARUM unit from your army that was s...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Taurox Prime / Taurox Prime / Taurox missile launcher; Tempestus Scions / Tempestus Scion / Grenade launcher
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Kreeth’s Command / Tempestus Scion / Plasma gun
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Tempestus Scions / Tempestus Scion / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Kreeth’s Command / Tempestor Prime Kreeth / Bolt pistol; Tempestus Scions / Tempestor / Bolt pistol
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Kreeth’s Command / Tempestus Scion / Hot-shot lasgun; Kreeth’s Command / Tempestus Scion / Plasma gun; Tempestus Scions / Tempestus Scion / Hot-shot lasgunKreeth’s Command / Tempestus Scion / Hot-shot lasgun; Kreeth’s Command / Tempestus Scion / Plasma gun; Tempestus Scions / Tempestus Scion / Hot-sho...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Tempestus Scions / Tempestus Scion / Hot-shot volley gun
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Taurox Prime / Taurox Prime / Taurox missile launcher; Taurox Prime / Taurox Prime / Twin autocannon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Asuryani

Dreamer’s Coterie

Kharseth (1 model)Voidreavers (10 models)Skyreavers (5 models)Wave Serpent (1 model)

Common names:Aeldari Corsairs FleetCombat Patrol: Aeldari CorsairsCorsairs Combat PatrolYnnariAnhratheAeldari CorsairsCorsairsSpace PiratesOutcastsKharseth the Void DreamerCorsair VoidscarredVoidreaver

4 units 2 enhancements 3 stratagems 2 secondaries

Corsair Skyreavers

■ 1 Skyreaver Felarch
■ 4 Skyreavers

The Skyreaver Felarch is equipped with: blast pistol; corsair blade.
Three Skyreavers are equipped with: shuriken pistol; Corsair blade.
One Skyreaver is equipped with: shredder; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size28.5mm
Skyreaver Felarch
M12"
T3
Sv5+
InSV-
W1
Ld7+
OC1
Skyreaver
M12"
T3
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Skyreaver Felarch - Default Wargear
#WeaponRangeABSSAPDAbilities
1Blast pistol6"13+8-3D3Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Skyreaver - Default Wargear
#WeaponRangeABSSAPDAbilities
3Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Skyreaver Felarch - Default Wargear
#WeaponAWSSAPDAbilities
1Corsair blade33+4-21-
Skyreaver - Default Wargear
#WeaponAWSSAPDAbilities
4Corsair blade33+4-21-
1Close combat weapon13+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Blast pistol6"13+8-3D3Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Corsair blade33+4-21-
1Close combat weapon13+301-

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Raid and RunUnit

At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy units in that phase, it can make a Fall Back move of up to D6+2".At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy unit...

Keywords: Infantry, Aeldari, Anhrathe, Jump Pack, Fly, Corsair Skyreavers
Faction Keywords: Aeldari

Corsair Voidreavers

■ 1 Voidreaver Felarch
■ 4-9 Corsair Voidreavers

The Voidreaver Felarch is equipped with: shuriken rifle; power sword; close combat weapon.
Seven Corsair Voidreavers are equipped with: shuriken pistol; power sword; close combat weapon.
One Corsair Voidreaver is equipped with: blaster; shuriken pistol; close combat weapon.
One Corsair Voidreaver is equipped with: shredder; shuriken pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size28.5mm
Voidreaver Felarch
M7"
T3
Sv4+
InSV-
W1
Ld7+
OC2
Corsair Voidreaver
M7"
T3
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Voidreaver Felarch - Default Wargear
#WeaponRangeABSSAPDAbilities
1Shuriken rifle24"13+4-11Assault, Rapid Fire 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Corsair Voidreaver - Default Wargear
#WeaponRangeABSSAPDAbilities
1Blaster18"13+8-4D6+1Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

9Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Voidreaver Felarch - Default Wargear
#WeaponAWSSAPDAbilities
1Power sword23+4-21-
1Close combat weapon23+301-
Corsair Voidreaver - Default Wargear
#WeaponAWSSAPDAbilities
7Power sword23+4-21-
9Close combat weapon23+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken rifle24"13+4-11Assault, Rapid Fire 1
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Blaster18"13+8-4D6+1Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

9Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
8Power sword23+4-21-
10Close combat weapon23+301-

Abilities

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Reavers of the VoidUnit

Each time a model in this unit makes an attack, re‐roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re‐roll the Hit roll instead.Each time a model in this unit makes an attack, re‐roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you c...

Keywords: Infantry, Battleline, Aeldari, Anhrathe, Corsair Voidreavers
Faction Keywords: Aeldari

Kharseth

■ 1 Kharseth - EPIC HERO

This model is equipped with: Dread of the Deep Void; Waystave.

Combat Patrol datasheet32mmInvulnerable 4+
Kharseth
M7"
T3
Sv6+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Dread of the Deep Void24"D6+23+3-21Anti-infantry 2+, Blast, Hazardous, Ignores Cover, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Waystave32+303Anti-infantry 2+, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Dread of the Deep Void24"D6+23+3-21Anti-infantry 2+, Blast, Hazardous, Ignores Cover, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Waystave32+303Anti-infantry 2+, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Aethersense [Psychic]Unit

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.

Fury of the Void [Psychic]Unit

In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack.In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep...

LeaderUnit

This model can be attached to the following units:

■ CORSAIR VOIDREAVERS
This model can be attached to the following units: ■ CORSAIR VOIDREAVERS

Keywords: Infantry, Aeldari, Character, Epic Hero, Psyker, Anhrathe, Kharseth
Faction Keywords: Aeldari

Wave Serpent

■ 1 Wave Serpent

This model is equipped with: twin shuriken catapult; twin starcannon; wraithbone hull.

Combat Patrol version — modified unit sizeLarge Flying BaseInvulnerable 5+
Wave Serpent
M14"
T9
Sv3+
InSV5+
W13
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin starcannon36"23+8-32Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin shuriken catapult18"23+4-11Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Wraithbone hull34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin starcannon36"23+8-32Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin shuriken catapult18"23+4-11Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Wraithbone hull34+601-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Wave Serpent ShieldUnit

Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this mo...

TransportUnit

This model has a transport capacity of 12 AELDARI INFANTRY models. It cannot transport JUMP PACK models.

Keywords: Vehicle, Aeldari, Transport, Dedicated Transport, Fly, Wave Serpent
Faction Keywords: Aeldari

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Tide Watcher Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It ca...

    Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

    Enhancement, either/or choice
  • Enhancement: Glittering Haze The bearer has the Stealth and Lone Operative abilities.

    The bearer has the Stealth and Lone Operative abilities.

    Enhancement, either/or choice
Unit Abilities
  • Kharseth: Leader This model can be attached to the following units: ■ CORSAIR VOIDREAVERS

    This model can be attached to the following units:

    ■ CORSAIR VOIDREAVERS

  • Wave Serpent: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Wave Serpent: Transport This model has a transport capacity of 12 AELDARI INFANTRY models. It cannot transport JUMP...

    This model has a transport capacity of 12 AELDARI INFANTRY models. It cannot transport JUMP PACK models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Wave Serpent: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Corsair Voidreavers: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Kharseth: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Kharseth: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

Opponent’s Turn
Unit Abilities
  • Kharseth: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token. 

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Patrol Stratagems
  • Encircling Blades - 1CP Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that u...

    WHEN: Reinforcements step of your Movement phase.
    TARGET: One destroyed CORSAIR VOIDREAVERS or CORSAIR SKYREAVERS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
    EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

  • Fade and Strike - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell B...

    WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
    TARGET: That AELDARI unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Army Rules
  • Battle Focus: Swift as the Wind Swift as the Wind Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mo...

    Swift as the Wind
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
    Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Unit Abilities
  • Corsair Skyreavers: Raid and Run At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy...

    At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy units in that phase, it can make a Fall Back move of up to D6+2".

  • Corsair Voidreavers: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Kharseth: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Kharseth: Aethersense [Psychic] Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of...

    Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Unit Abilities
  • Corsair Skyreavers: Raid and Run At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy...

    At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy units in that phase, it can make a Fall Back move of up to D6+2".

Shooting

Your Turn
Patrol Stratagems
  • Boarders’ Barrage - 1CP Select one visible enemy VEHICLE or MONSTER unit that is not within Engagement Range of one or more units f...

    WHEN: Your Shooting phase.
    TARGET: One ANHRATHE unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Select one visible enemy VEHICLE or MONSTER unit that is not within Engagement Range of one or more units from your army and is within 8" of your unit. Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.

Unit Abilities
  • Kharseth: Fury of the Void [Psychic] In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one o...

    In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack.

  • Wave Serpent: Wave Serpent Shield Each time a ranged attack targets this model, if the Strength characteristic of that attack...

    Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Army Rules
  • Battle Focus: Fade Back Fade Back Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot. Effect: One eligible unit fr...

    Fade Back
    Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
    Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1"

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Army Rules
  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Corsair Skyreavers: Raid and Run At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy...

    At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy units in that phase, it can make a Fall Back move of up to D6+2".

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Corsair Skyreavers: Raid and Run At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy...

    At the end of the Fight phase, if this unit is within Engagement Range of one or more enemy units, or if this unit destroyed one or more enemy units in that phase, it can make a Fall Back move of up to D6+2".

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Raiders’ Prize At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are who...

    At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice
  • Secondary: Murderous Reprisals At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit.

    At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit.

    Secondary objective, either/or choice
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token. 

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Unit Abilities
  • Corsair Voidreavers: Reavers of the Void Each time a model in this unit makes an attack, re‐roll a Hit roll of 1. If the target of th...

    Each time a model in this unit makes an attack, re‐roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re‐roll the Hit roll instead.

Enhancement

Tide Watcher

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

Enhancement

Glittering Haze

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Stealth and Lone Operative abilities.

Secondary Objective

Raiders’ Prize

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Secondary Objective

Murderous Reprisals

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit.

Battle Focus

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Agile Manoeuvres

Swift as the Wind
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

Flitting Shadows
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Fade Back
Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1"

NameCPCategoryPhasesRules
Encircling Blades1CPstrategicPloyMovementWHEN: Reinforcements step of your Movement phase.
TARGET: One destroyed CORSAIR VOIDREAVERS or CORSAIR SKYREAVERS unit from your army. You can use this Stratagem on that unit even though it is destroyed.
EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
WHEN: Reinforcements step of your Movement phase. TARGET: One destroyed CORSAIR VOIDREAVERS or CORSAIR SKYREAVERS unit from your army. You can use...
Fade and Strike1CPstrategicPloyMovementWHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back. TARGET: That AELDARI unit. EFFECT: Until the end of the turn, your...
Boarders’ Barrage1CPwargearShootingWHEN: Your Shooting phase.
TARGET: One ANHRATHE unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Select one visible enemy VEHICLE or MONSTER unit that is not within Engagement Range of one or more units from your army and is within 8" of your unit. Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
WHEN: Your Shooting phase. TARGET: One ANHRATHE unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Kharseth / Kharseth / Dread of the Deep Void; Kharseth / Kharseth / Waystave
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Corsair Skyreavers / Skyreaver / Shredder; Corsair Skyreavers / Skyreaver / Shuriken pistol; Corsair Skyreavers / Skyreaver Felarch / Blast pistol; Corsair Voidreavers / Corsair Voidreaver / Blaster; Corsair Voidreavers / Corsair Voidreaver / Shredder; Corsair Voidreavers / Corsair Voidreaver / Shuriken pistol; Corsair Voidreavers / Voidreaver Felarch / Shuriken rifle; Wave Serpent / Wave Serpent / Twin shuriken catapultCorsair Skyreavers / Skyreaver / Shredder; Corsair Skyreavers / Skyreaver / Shuriken pistol; Corsair Skyreavers / Skyreaver Felarch / Blast pistol;...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Kharseth / Kharseth / Dread of the Deep Void
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Kharseth / Kharseth / Dread of the Deep Void
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Kharseth / Kharseth / Dread of the Deep Void
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Corsair Skyreavers / Skyreaver / Shuriken pistol; Corsair Skyreavers / Skyreaver Felarch / Blast pistol; Corsair Voidreavers / Corsair Voidreaver / Shuriken pistolCorsair Skyreavers / Skyreaver / Shuriken pistol; Corsair Skyreavers / Skyreaver Felarch / Blast pistol; Corsair Voidreavers / Corsair Voidreaver /...
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Kharseth / Kharseth / Dread of the Deep Void; Kharseth / Kharseth / Waystave
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Corsair Voidreavers / Voidreaver Felarch / Shuriken rifle
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Corsair Skyreavers / Skyreaver / Shredder; Corsair Voidreavers / Corsair Voidreaver / Shredder
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Wave Serpent / Wave Serpent / Twin shuriken catapult; Wave Serpent / Wave Serpent / Twin starcannon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Asuryani

Kaleidoscopic Onset

Solitaire (1 model)Troupe (6 models)Skyweavers (2 models)Voidweaver (1 model)Starweaver (1 model)

Common names:Combat Patrol: HarlequinsHarlequins boxHarlequinsHarlequinHarlequin masqueAeldariEldarCraftworldsCraftworldSolitaireTroupeSkyweavers

5 units 2 enhancements 3 stratagems 2 secondaries

Solitaire

■ 1 Solitaire – EPIC HERO

This model is equipped with: Solitaire weapons

Combat Patrol version — modified abilities, unit size25mmInvulnerable 4+
Solitaire
M12"
T3
Sv6+
InSV4+
W4
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Solitaire weapons92+6-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Solitaire weapons92+6-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Fights FirstCore

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Blur of MovementUnit

This model is eligible to declare a charge in a turn in which it Advanced.

Keywords: Infantry, Character, Epic Hero, Aeldari, Solitaire
Faction Keywords: Harlequins

Troupe

■ 1 Lead Player
■ 5 Players

The Lead Player is equipped with: power sword; shuriken pistol.
Three Players are equipped with: Harlequin’s special weapon; shuriken pistol.
One Player is equipped with: Harlequin’s blade; shuriken pistol.
One Player is equipped with: Harlequin’s blade; neuro disruptor.

Combat Patrol version — modified abilities, keywords, unit size25mmInvulnerable 4+
Lead Player
M8"
T3
Sv6+
InSV4+
W1
Ld6+
OC1
Player
M8"
T3
Sv6+
InSV4+
W1
Ld6+
OC1

Ranged Weapons

Lead Player - Default Wargear
#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Player - Default Wargear
#WeaponRangeABSSAPDAbilities
4Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Neuro disruptor12"13+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Lead Player - Default Wargear
#WeaponAWSSAPDAbilities
1Power sword53+4-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Player - Default Wargear
#WeaponAWSSAPDAbilities
2Harlequin’s blade53+3-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

3Harlequin’s special weapon43+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Neuro disruptor12"13+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword53+4-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

2Harlequin’s blade53+3-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

3Harlequin’s special weapon43+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Dance of DeathUnit

At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:

■ Hero’s Prowess: Each time a model in this unit makes an attack, re‑roll a Hit roll of 1.
■ Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
■ Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: ■ Hero’s Prowess: Each tim...

Keywords: Infantry, Aeldari, Troupe
Faction Keywords: Harlequins

Skyweavers

■ Skyweavers (2 models)

One Skyweaver is equipped with: shuriken cannon; star bolas; close combat weapon.
One Skyweaver is equipped with: Skyweaver haywire cannon; zephyrglaive.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 4+
Skyweaver
M14"
T4
Sv4+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Star bolas12"D33+7-22-
1Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Skyweaver haywire cannon24"23+3-13Anti-vehicle 4+, Devastating Wounds
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-
1Zephyrglaive43+6-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Star bolas12"D33+7-22-
1Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Skyweaver haywire cannon24"23+3-13Anti-vehicle 4+, Devastating Wounds
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-
1Zephyrglaive43+6-22-

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Acrobatic GraceUnit

Each time an attack targets this unit, subtract 1 from the Hit roll.

Keywords: Mounted, Aeldari, Fly, Smoke, Skyweavers
Faction Keywords: Harlequins

Starweaver

■ 1 Starweaver

This model is equipped with: 2 shuriken cannons; close combat weapon.

Combat Patrol version — modified abilitiesLarge Flying BaseInvulnerable 4+
Starweaver
M14"
T6
Sv4+
InSV4+
W6
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Firing Deck 6Core

Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

TransportUnit

This model has a transport capacity of 6 HARLEQUINS INFANTRY models.

Keywords: Vehicle, Aeldari, Transport, Dedicated Transport, Smoke, Fly, Starweaver
Faction Keywords: Harlequins

Voidweaver

■ 1 Voidweaver

This model is equipped with: 2 shuriken cannons; prismatic cannon; close combat weapon.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 4+
Voidweaver
M14"
T6
Sv4+
InSV4+
W6
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Prismatic cannon - dispersed pulse24"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Prismatic cannon - focused lances24"23+12-34-

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Prismatic cannon - dispersed pulse24"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Prismatic cannon - focused lances24"23+12-34-

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Keywords: Vehicle, Aeldari, Fly, Voidweaver
Faction Keywords: Harlequins

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Staged Death - 2CP At the end of the phase, set your model back up on the battlefield as close as possible to where it was des...

    WHEN: Any phase.
    TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 2 wounds remaining.
    RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

Enhancements
  • Enhancement: Illusive Killer Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It ca...

    Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

    Enhancement, either/or choice
Unit Abilities
  • Skyweavers: Acrobatic Grace Each time an attack targets this unit, subtract 1 from the Hit roll.

    Each time an attack targets this unit, subtract 1 from the Hit roll.

  • Starweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Starweaver: Transport This model has a transport capacity of 6 HARLEQUINS INFANTRY models.

    This model has a transport capacity of 6 HARLEQUINS INFANTRY models.

  • Voidweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Staged Death - 2CP At the end of the phase, set your model back up on the battlefield as close as possible to where it was des...

    WHEN: Any phase.
    TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 2 wounds remaining.
    RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

Unit Abilities
  • Starweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Voidweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Solitaire: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Start of Battle Round

Your Turn
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token. 

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Patrol Stratagems
  • Mocking Flight - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell B...

    WHEN: Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.
    TARGET: That HARLEQUINS unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Enhancements
  • Enhancement: Terror from the Labyrinth Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does,...

    Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons.

    Enhancement, either/or choice
Army Rules
  • Battle Focus: Swift as the Wind Swift as the Wind Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mo...

    Swift as the Wind
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
    Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Unit Abilities
  • Solitaire: Blur of Movement This model is eligible to declare a charge in a turn in which it Advanced.

    This model is eligible to declare a charge in a turn in which it Advanced.

  • Starweaver: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Unit Abilities
  • Solitaire: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Solitaire: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Starweaver: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Voidweaver: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Patrol Stratagems
  • Weakness as Strength - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Army Rules
  • Battle Focus: Fade Back Fade Back Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot. Effect: One eligible unit fr...

    Fade Back
    Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
    Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1".

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Army Rules
  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Unit Abilities
  • Solitaire: Blur of Movement This model is eligible to declare a charge in a turn in which it Advanced.

    This model is eligible to declare a charge in a turn in which it Advanced.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Weakness as Strength - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Unit Abilities
  • Solitaire: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

  • Troupe: Dance of Death At the start of the Fight phase, select one of the following abilities for this unit to gain...

    At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:

    ■ Hero’s Prowess: Each time a model in this unit makes an attack, re‑roll a Hit roll of 1.
    ■ Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
    ■ Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Weakness as Strength - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Unit Abilities
  • Solitaire: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Fates Unmade At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent contr...

    At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

    Secondary objective, either/or choice
  • Secondary: Bloody Soliloquy At the end of each phase, you score 5VP for each CHARACTER model from your army that destroyed one or more enemy unit...

    At the end of each phase, you score 5VP for each CHARACTER model from your army that destroyed one or more enemy units that phase.

    Secondary objective, either/or choice
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token. 

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Enhancement

Terror from the Labyrinth

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons.

Enhancement

Illusive Killer

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

Secondary Objective

Fates Unmade

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

Secondary Objective

Bloody Soliloquy

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 5VP for each CHARACTER model from your army that destroyed one or more enemy units that phase.

Battle Focus

At the start of the battle round, you receive 1 Battle Focus token. 

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Agile Manoeuvres

Swift as the Wind
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

Flitting Shadows
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Fade Back
Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1".

NameCPCategoryPhasesRules
Weakness as Strength1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HARLEQUINS unit from your a...
Mocking Flight1CPstrategicPloyMovementWHEN: Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.
TARGET: That HARLEQUINS unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after a HARLEQUINS unit from your army Falls Back. TARGET: That HARLEQUINS unit. EFFECT: Until the end of the turn,...
Staged Death2CPstrategicPloyCommand, Movement, Shooting, Charge, FightWHEN: Any phase.
TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 2 wounds remaining.
WHEN: Any phase. TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even thoug...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Troupe / Player / Neuro disruptor
Anti-vehicle 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Skyweavers / Skyweaver / Skyweaver haywire cannon
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Troupe / Lead Player / Shuriken pistol; Troupe / Player / Neuro disruptor; Troupe / Player / Shuriken pistol
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Voidweaver / Voidweaver / Prismatic cannon
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Skyweavers / Skyweaver / Skyweaver haywire cannon; Troupe / Lead Player / Power sword; Troupe / Player / Harlequin’s blade; Troupe / Player / Harlequin’s special weaponSkyweavers / Skyweaver / Skyweaver haywire cannon; Troupe / Lead Player / Power sword; Troupe / Player / Harlequin’s blade; Troupe / Player / Harle...
Lethal HitsRangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Skyweavers / Skyweaver / Shuriken cannon; Starweaver / Starweaver / Shuriken cannon; Voidweaver / Voidweaver / Shuriken cannon
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Troupe / Lead Player / Shuriken pistol; Troupe / Player / Neuro disruptor; Troupe / Player / Shuriken pistol
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Solitaire / Solitaire / Solitaire weapons
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Asuryani

Kygharil’s Protectors

Spiritseer Kygharil (1 model)Wraithblades (5 models)Dire Avengers (5 models)Dire Avengers (5 models)Warp Spiders (5 models)

Common names:Combat Patrol: Aeldari 2025Craftworld AeldariSpiritseerWraithguardAspect Shrine tokensProtectorAeldariEldarCraftworldsCraftworldSpiritseer KygharilWraithblades

4 units 2 enhancements 3 stratagems 2 secondaries

Spiritseer Kygharil

Spiritseer Kygharil (1 Model)

■ This model is equipped with: shuriken pistol; witch staff.

Combat Patrol datasheet25mmInvulnerable 4+
Spiritseer Kygharil
M7"
T3
Sv6+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Witch staff22+30D3Anti-infantry 2+, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Witch staff22+30D3Anti-infantry 2+, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

SpiritseerUnit

While this model is within 3” of one or more friendly WRAITH CONSTRUCT units, this model has the Lone Operative ability.

Spirit Mark [Psychic]Unit

Once per turn, in your Movement phase, when this model starts or ends a move, select one friendly WRAITH CONSTRUCT unit within 6” of this model and one enemy unit visible to this model. Until the start of your next Movement phase, weapons equipped by models in that friendly unit have the [SUSTAINED HITS 1] ability while targeting that enemy unit.Once per turn, in your Movement phase, when this model starts or ends a move, select one friendly WRAITH CONSTRUCT unit within 6” of this model and...

Keywords: Infantry, Character, Aeldari, Psyker, Spiritseer, Kygharil
Faction Keywords: Aeldari

Dire Avengers

■ The Dire Avenger Exarch is equipped with: power glaive; shimmershield.
■ Every Dire Avenger model is equipped with: Avenger shuriken catapult; close combat weapon.

Combat Patrol version — modified keywords, unit size28.5mmInvulnerable 5+
Dire Avenger
M7"
T3
Sv4+
InSV5+
W1
Ld6+
OC1
Dire Avenger Exarch
M7"
T3
Sv4+
InSV5+
W2
Ld6+
OC1

Ranged Weapons

Dire Avenger - Default wargear
#WeaponRangeABSSAPDAbilities
4Avenger shuriken catapult18"43+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Dire Avenger - Default wargear
#WeaponAWSSAPDAbilities
4Close combat weapon23+301-
Dire Avenger Exarch - Default Wargear
#WeaponAWSSAPDAbilities
1Power glaive33+5-31-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Avenger shuriken catapult18"43+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
4Close combat weapon23+301-
1Power glaive33+5-31-

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

BladestormUnit

Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within half range

Keywords: Infantry, Aeldari, Aspect Warriors, Dire Avengers
Faction Keywords: Aeldari

Wraithblades

Wraithblades (5 Models)
■ Every model is equipped with: ghostaxe; forceshield.

Combat Patrol version — modified abilities, unit size40mm
Wraithblade
M6"
T6
Sv2+
InSV-
W3
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
5Ghostaxe34+7-22-

Melee Weapons

#WeaponAWSSAPDAbilities
5Ghostaxe34+7-22-

Abilities

Malevolent SoulsUnit

Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from...

Keywords: Infantry, Aeldari, Wraith Construct, Wraithblades
Faction Keywords: Aeldari

Warp Spiders

Warp Spiders (5 Models)
■ The Warp Spider Exarch is equipped with: death weavers; powerblades.
■ Every Warp Spider model is equipped with: death spinner; close combat weapon.

Combat Patrol version — modified abilities, unit size28.5mmInvulnerable 5+
Warp Spider
M12"
T3
Sv3+
InSV5+
W1
Ld6+
OC1
Warp Spider Exarch
M12"
T3
Sv3+
InSV5+
W2
Ld6+
OC1

Ranged Weapons

Warp Spider Exarch - Default wargear
#WeaponRangeABSSAPDAbilities
1Death weavers6"D6-4-11Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Warp Spider - Default wargear
#WeaponRangeABSSAPDAbilities
4Death spinner12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Warp Spider Exarch - Default wargear
#WeaponAWSSAPDAbilities
1Powerblades53+4-21Lethal Hits, Twin-linked
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Warp Spider - Default wargear
#WeaponAWSSAPDAbilities
4Close combat weapon23+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Death weavers6"D6-4-11Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

4Death spinner12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Powerblades53+4-21Lethal Hits, Twin-linked
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

4Close combat weapon23+301-

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Keywords: Infantry, Aeldari, Jump Pack, Fly, Aspect Warriors, Warp Spiders
Faction Keywords: Aeldari

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Spiritseer Kygharil: Spiritseer While this model is within 3” of one or more friendly WRAITH CONSTRUCT units, this model has...

    While this model is within 3” of one or more friendly WRAITH CONSTRUCT units, this model has the Lone Operative ability.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Start of Battle Round

Your Turn
Enhancements
  • Enhancement: Spiritual Guidance At the start of the battle round, if the bearer is on the battlefield, you receive 1 additional Battle Focus token.

    At the start of the battle round, if the bearer is on the battlefield, you receive 1 additional Battle Focus token.

    Enhancement, either/or choice
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token.

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Start of Turn

Your Turn
Secondary Objectives
  • Secondary: Recover the Spirit Stones At the start of your turn, select one objective marker within No Man’s Land. At the end of your opponent’s next turn...

    At the start of your turn, select one objective marker within No Man’s Land. At the end of your opponent’s next turn or the end of the battle (whichever comes first), if you control that objective marker, you score 3VP.

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Enhancements
  • Enhancement: Isha’s Protection Once per turn, in your Movement phase, when the bearer starts or ends a move, select one friendly WRAITHBLADES unit w...

    Once per turn, in your Movement phase, when the bearer starts or ends a move, select one friendly WRAITHBLADES unit within 6" of the bearer. Until the start of your next Movement phase, each time an attack targets that WRAITHBLADES unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that WRAITHBLADES unit, subtract 1 from the Wound roll.

    Enhancement, either/or choice
Army Rules
  • Battle Focus: Swift as the Wind Swift as the Wind Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mo...

    Swift as the Wind
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
    Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Unit Abilities
  • Spiritseer Kygharil: Spirit Mark [Psychic] Once per turn, in your Movement phase, when this model starts or ends a move, select one fri...

    Once per turn, in your Movement phase, when this model starts or ends a move, select one friendly WRAITH CONSTRUCT unit within 6” of this model and one enemy unit visible to this model. Until the start of your next Movement phase, weapons equipped by models in that friendly unit have the [SUSTAINED HITS 1] ability while targeting that enemy unit.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Focused Firepower - 1CP Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack t...

    WHEN: Start of your Shooting phase.
    TARGET: One or more ASURYANI units from your army.
    EFFECT: Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, re‑roll a Wound roll of 1.

Unit Abilities
  • Spiritseer Kygharil: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Dire Avengers: Bladestorm Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability while tar...

    Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within half range

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Elusive - 1CP Until the end of the phase, models in your unit have the Stealth ability and each time a ranged attack targ...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ASURYANI unit from your army (excluding WRAITHBLADES units) that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Stealth ability and each time a ranged attack targets your unit, models in it have the Benefit of Cover against that attack.

Army Rules
  • Battle Focus: Fade Back Fade Back Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot. Effect: One eligible unit fr...

    Fade Back
    Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
    Effect: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".

Charge

Your Turn
Army Rules
  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Swift Deception - 1CP Your unit can make a Normal move of up to D3".

    WHEN: Start of your opponent’s Charge phase.
    TARGET: One ASURYANI unit from your army (excluding WRAITHBLADES units).
    EFFECT: Your unit can make a Normal move of up to D3".

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Wraithblades: Malevolent Souls Each time a model in this unit is destroyed by a melee attack, if that model has not fought...

    Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Wraithblades: Malevolent Souls Each time a model in this unit is destroyed by a melee attack, if that model has not fought...

    Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Protect the Future At the start of the Declare Battle Formations step, select one enemy unit (excluding CHARACTER units). The selected u...

    At the start of the Declare Battle Formations step, select one enemy unit (excluding CHARACTER units). The selected unit must be an INFANTRY or MOUNTED unit, if possible.

    When that enemy unit is destroyed, you score 9VP. If your SPIRITSEER model is on the battlefield when that enemy unit is destroyed, you score 12VP instead.

    Secondary objective, either/or choice
  • Secondary: Recover the Spirit Stones At the start of your turn, select one objective marker within No Man’s Land. At the end of your opponent’s next turn...

    At the start of your turn, select one objective marker within No Man’s Land. At the end of your opponent’s next turn or the end of the battle (whichever comes first), if you control that objective marker, you score 3VP.

    Secondary objective, either/or choice
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token.

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Enhancement

Spiritual Guidance

Choose one enhancement for this Combat Patrol.

Either/or choice

At the start of the battle round, if the bearer is on the battlefield, you receive 1 additional Battle Focus token.

Enhancement

Isha’s Protection

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per turn, in your Movement phase, when the bearer starts or ends a move, select one friendly WRAITHBLADES unit within 6" of the bearer. Until the start of your next Movement phase, each time an attack targets that WRAITHBLADES unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that WRAITHBLADES unit, subtract 1 from the Wound roll.

Secondary Objective

Protect the Future

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the Declare Battle Formations step, select one enemy unit (excluding CHARACTER units). The selected unit must be an INFANTRY or MOUNTED unit, if possible.

When that enemy unit is destroyed, you score 9VP. If your SPIRITSEER model is on the battlefield when that enemy unit is destroyed, you score 12VP instead.

Secondary Objective

Recover the Spirit Stones

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of your turn, select one objective marker within No Man’s Land. At the end of your opponent’s next turn or the end of the battle (whichever comes first), if you control that objective marker, you score 3VP.

Battle Focus

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Swift as the Wind
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

Flitting Shadows
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Fade Back
Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
Effect: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".

NameCPCategoryPhasesRules
Focused Firepower1CPbattleTacticShootingWHEN: Start of your Shooting phase.
TARGET: One or more ASURYANI units from your army.
EFFECT: Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, re‑roll a Wound roll of 1.
WHEN: Start of your Shooting phase. TARGET: One or more ASURYANI units from your army. EFFECT: Select one enemy unit. Until the end of the phase, e...
Swift Deception1CPstrategicPloyWHEN: Start of your opponent’s Charge phase.
TARGET: One ASURYANI unit from your army (excluding WRAITHBLADES units).
EFFECT: Your unit can make a Normal move of up to D3".
WHEN: Start of your opponent’s Charge phase. TARGET: One ASURYANI unit from your army (excluding WRAITHBLADES units). EFFECT: Your unit can make a...
Elusive1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ASURYANI unit from your army (excluding WRAITHBLADES units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and each time a ranged attack targets your unit, models in it have the Benefit of Cover against that attack.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ASURYANI unit from your army (excluding WRAITH...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Spiritseer Kygharil / Spiritseer Kygharil / Witch staff
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Dire Avengers / Dire Avenger / Avenger shuriken catapult; Spiritseer Kygharil / Spiritseer Kygharil / Shuriken pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Warp Spiders / Warp Spider / Death spinner; Warp Spiders / Warp Spider Exarch / Death weavers
Lethal HitsMeleeWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Warp Spiders / Warp Spider Exarch / Powerblades
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Spiritseer Kygharil / Spiritseer Kygharil / Shuriken pistol
PsychicMeleeIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Spiritseer Kygharil / Spiritseer Kygharil / Witch staff
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Warp Spiders / Warp Spider / Death spinner; Warp Spiders / Warp Spider Exarch / Death weavers
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Warp Spiders / Warp Spider Exarch / Death weavers; Warp Spiders / Warp Spider Exarch / Powerblades
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Asuryani

The Fatebreakers

Farseer Iraneth (1 model)Guardian Defenders (11 models)Windriders (6 models)Wraithlord (1 model)

Common names:Combat Patrol: Aeldari 2022Combat Patrol: AeldariCombat Patrol: EldarAeldari Combat Patrol OOPCraftworld AeldariFarseerHeavy Weapon PlatformWindriderWraithlordFateAeldariEldar

4 units 2 enhancements 3 stratagems 2 secondaries

Farseer Iraneth

Farseer Iraneth (1 model)

■ This model is equipped with: Eldritch Storm; shuriken pistol; singing spear.

Combat Patrol datasheet25mmInvulnerable 4+
Farseer Iraneth
M7"
T3
Sv6+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Eldritch Storm24"D63+6-2D3Blast, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Singing spear12"12+903Assault, Psychic
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Singing spear22+303Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Eldritch Storm24"D63+6-2D3Blast, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Singing spear12"12+903Assault, Psychic
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Singing spear22+303Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Strands of FateFaction

At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll
At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all of these dice, but if you do, r...See Army Rule: Strands of Fate

Fortune [Psychic]Unit

In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command phase, each time an attack targets that unit, subtract 1 from the Wound roll.In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Comma...

LeaderUnit

This model can be attached to the following unit: GUARDIAN DEFENDERS

Keywords: Character, Infantry, Psyker, Farseer, Iraneth
Faction Keywords: Aeldari

Guardian Defenders

Guardian Defenders (11 models)

■ 10 Guardian Defenders are equipped with: shuriken catapult; close combat weapon.
■ 1 Heavy Weapon Platform is equipped with: starcannon; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit sizeGuardian Defenders: 28.5mm Heavy Weapon Platform: 40mm
Guardian Defender
M7"
T3
Sv4+
InSV-
W1
Ld6+
OC2
Heavy Weapon Platform
M7"
T3
Sv4+
InSV-
W2
Ld6+
OC0

Ranged Weapons

Guardian Defender - Default Wargear
#WeaponRangeABSSAPDAbilities
10Shuriken catapult18"23+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy Weapon Platform - Default Wargear
#WeaponRangeABSSAPDAbilities
1Starcannon36"23+8-32-

Melee Weapons

Guardian Defender - Default Wargear
#WeaponAWSSAPDAbilities
10Close combat weapon13+301-
Heavy Weapon Platform - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon13+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Shuriken catapult18"23+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Starcannon36"23+8-32-

Melee Weapons

#WeaponAWSSAPDAbilities
11Close combat weapon13+301-

Abilities

Strands of FateFaction

At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll
At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all of these dice, but if you do, r...See Army Rule: Strands of Fate

Defenders of FateUnit

At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of...

Crewed PlatformUnit

When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.

Keywords: Infantry, Battleline, Guardians, Guardian Defenders
Faction Keywords: Aeldari

Windriders

Windriders (6 models)

■ 4 Windriders are equipped with: twin shuriken catapult; close combat weapon.
■ 2 Windriders are equipped with: scatter laser; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit sizeSmall Flying Base
Windrider
M14"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Twin shuriken catapult18"23+4-11Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

2Scatter laser36"63+501-

Melee Weapons

#WeaponAWSSAPDAbilities
6Close combat weapon - Close combat33+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Twin shuriken catapult18"23+4-11Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

2Scatter laser36"63+501-

Melee Weapons

#WeaponAWSSAPDAbilities
6Close combat weapon - Close combat33+301-

Abilities

Strands of FateFaction

At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll
At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all of these dice, but if you do, r...See Army Rule: Strands of Fate

Swift DemiseUnit

Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead.Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. If the target of that attac...

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing three models. If you do so, each of those units must contain one model equipped with a scatter laser.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing three...

Keywords: Mounted, Fly, Windriders
Faction Keywords: Aeldari

Wraithlord

Wraithlord (1 model)

■ This model is equipped with: bright lance; 2 shuriken catapults; ghostglaive.

Combat Patrol version — modified abilities, keywords, stats, unit size60mm
Wraithlord
M8"
T11
Sv2+
InSV-
W10
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bright lance36"14+12-3D6+2-
2Shuriken catapult18"24+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Ghostglaive - strike44+10-3D6+1-
1Ghostglaive - sweep84+7-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bright lance36"14+12-3D6+2-
2Shuriken catapult18"24+4-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Ghostglaive - strike44+10-3D6+1-
1Ghostglaive - sweep84+7-22-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Keywords: Monster, Walker, Wraith Construct, Wraithlord
Faction Keywords: Aeldari

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Eldritch Might (Psychic) Each time the bearer makes a Psychic attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage...

    Each time the bearer makes a Psychic attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.

    Enhancement, either/or choice
Unit Abilities
  • Farseer Iraneth: Leader This model can be attached to the following unit: GUARDIAN DEFENDERS

    This model can be attached to the following unit: GUARDIAN DEFENDERS

  • Guardian Defenders: Crewed Platform When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon...

    When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.

  • Wraithlord: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Guardian Defenders: Crewed Platform When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon...

    When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.

  • Wraithlord: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Farseer Iraneth: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Windriders: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing three models. If you do so, each of those units must contain one model equipped with a scatter laser.

Opponent’s Turn
Unit Abilities
  • Farseer Iraneth: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Strands of Fate At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all o...

    At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

    If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

    When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

    Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

    Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Unit Abilities
  • Farseer Iraneth: Fortune [Psychic] In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within...

    In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command phase, each time an attack targets that unit, subtract 1 from the Wound roll.

  • Guardian Defenders: Defenders of Fate At the end of your Command phase, for each objective marker you control that has one or more...

    At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.

Movement

Your Turn
Army Rules
  • Strands of Fate At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all o...

    At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

    If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

    When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

    Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

    Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Storm of Shots - 1CP Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Hit roll.

    WHEN: Your Shooting phase.
    TARGET: Up to two AELDARI MOUNTED units from your army, or one AELDARI INFANTRY unit from your army.
    EFFECT: Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Hit roll.

  • Zephyr-swift - 1CP Each of those units can make a Normal move of up to 6". RESTRICTIONS: Until the end of the turn, those unit...

    WHEN: End of your Shooting phase.
    TARGET: Up to two AELDARI MOUNTED units from your army that are not within Engagement Range of one or more enemy units, or one AELDARI INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Each of those units can make a Normal move of up to 6".
    RESTRICTIONS: Until the end of the turn, those units are not eligible to declare a charge.

Enhancements
  • Enhancement: Foresight (Psychic) Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is wi...

    Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is within range of an objective marker you control, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem. Otherwise, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Whip-fast Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One AELDARI INFANTRY or AELDARI MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Unit Abilities
  • Windriders: Swift Demise Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

    Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead.

Charge

Your Turn
Army Rules
  • Strands of Fate At the start of the battle, make a Strands of Fate roll by rolling twelve D6. If you wish, you can then re-roll all o...

    At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

    If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

    When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

    Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

    Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

    ■ Advance roll
    ■ Battle-shock test
    ■ Charge roll
    ■ Damage roll
    ■ Hit roll
    ■ Saving throw
    ■ Wound roll

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Whip-fast Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One AELDARI INFANTRY or AELDARI MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Whip-fast Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One AELDARI INFANTRY or AELDARI MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Foresight (Psychic) Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is wi...

    Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is within range of an objective marker you control, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem. Otherwise, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Ineffable Agenda At the end of your turn, you score 3VP if you control one or more objective markers that are not within your deployme...

    At the end of your turn, you score 3VP if you control one or more objective markers that are not within your deployment zone and that you did not control at the start of the turn.

    Secondary objective, either/or choice
  • Secondary: A Greater Destiny At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are who...

    At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice
Unit Abilities
  • Guardian Defenders: Defenders of Fate At the end of your Command phase, for each objective marker you control that has one or more...

    At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.

Opponent’s Turn
Unit Abilities
  • Windriders: Swift Demise Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

    Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead.

Enhancement

Foresight (Psychic)

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is within range of an objective marker you control, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem. Otherwise, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.

Enhancement

Eldritch Might (Psychic)

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer makes a Psychic attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.

Secondary Objective

Ineffable Agenda

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 3VP if you control one or more objective markers that are not within your deployment zone and that you did not control at the start of the turn.

Secondary Objective

A Greater Destiny

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Strands of Fate

At the start of the battle, make a Strands of Fate roll by rolling twelve D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes).

Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:

■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll

NameCPCategoryPhasesRules
Whip-fast Reactions1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One AELDARI INFANTRY or AELDARI MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AELDARI INFANTRY or AELDARI...
Storm of Shots1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: Up to two AELDARI MOUNTED units from your army, or one AELDARI INFANTRY unit from your army.
EFFECT: Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Hit roll.
WHEN: Your Shooting phase. TARGET: Up to two AELDARI MOUNTED units from your army, or one AELDARI INFANTRY unit from your army. EFFECT: Until the e...
Zephyr-swift1CPstrategicPloyShootingWHEN: End of your Shooting phase.
TARGET: Up to two AELDARI MOUNTED units from your army that are not within Engagement Range of one or more enemy units, or one AELDARI INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Each of those units can make a Normal move of up to 6".
WHEN: End of your Shooting phase. TARGET: Up to two AELDARI MOUNTED units from your army that are not within Engagement Range of one or more enemy...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Farseer Iraneth / Farseer Iraneth / Shuriken pistol; Farseer Iraneth / Farseer Iraneth / Singing spear; Guardian Defenders / Guardian Defender / Shuriken catapult; Windriders / Windrider / Twin shuriken catapult; Wraithlord / Wraithlord / Shuriken catapultFarseer Iraneth / Farseer Iraneth / Shuriken pistol; Farseer Iraneth / Farseer Iraneth / Singing spear; Guardian Defenders / Guardian Defender / Sh...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Farseer Iraneth / Farseer Iraneth / Eldritch Storm
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Farseer Iraneth / Farseer Iraneth / Shuriken pistol
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Farseer Iraneth / Farseer Iraneth / Eldritch Storm; Farseer Iraneth / Farseer Iraneth / Singing spear
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Windriders / Windrider / Twin shuriken catapult
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Asuryani

Twilight Cavalcade

Knight of Evenfall (1 model)Alineth Shadespinner (1 model)Troupe (6 models)Troupe (6 models)Skyweavers (2 models)Voidweaver (1 model)

Common names:Harlequins Combat PatrolWhite Dwarf 510 HarlequinsTroupe MasterShadowseerHarlequin TroupeHarlequinsHarlequinAeldariEldarCraftworldsCraftworldKnight of Evenfall

5 units 2 enhancements 3 stratagems 2 secondaries

Alineth Shadespinner

■ Alineth Shadespinner (1 model)

This model is equipped with: neuro disruptor; miststave.

Combat Patrol datasheet25mmInvulnerable 4+
Shadowseer
M8"
T3
Sv6+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Neuro disruptor12"12+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Miststave42+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Neuro disruptor12"12+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Miststave42+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Treacherous Illusion [Psychic]Unit

Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit.

LeaderUnit

This model can be attached to the following unit: TROUPE

Keywords: Infantry, Character, Aeldari, Psyker, Shadowseer, Alineth Shadespinner
Faction Keywords: Harlequins

Skyweavers

Skyweavers (2 models)

■ 1 model is equipped with: shuriken cannon; zephyrglaive.
■ 1 model is equipped with: Skyweaver haywire cannon; zephyrglaive.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 4+
Skyweaver
M14"
T4
Sv4+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Skyweaver haywire cannon24"23+3-13Anti-vehicle 4+, Devastating Wounds
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
2Zephyrglaive43+6-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Skyweaver haywire cannon24"23+3-13Anti-vehicle 4+, Devastating Wounds
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
2Zephyrglaive43+6-22-

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Acrobatic GraceUnit

Each time an attack targets this unit, subtract 1 from the Hit roll.

Keywords: Mounted, Aeldari, Fly, Smoke, Skyweavers
Faction Keywords: Harlequins

Troupe

Troupe (6 models)

■ The Lead Player model is equipped with: shuriken pistol; Harlequin’s special weapon.
■ 1 Harlequin model is equipped with: neuro disruptor; Harlequin’s blade.
■ 1 Harlequin model is equipped with: shuriken pistol; Harlequin’s blade.
■ 3 Harlequin models are equipped with: shuriken pistol; Harlequin’s special weapon.

Combat Patrol version — modified abilities, keywords, unit size25mmInvulnerable 4+
Lead Player
M8"
T3
Sv6+
InSV4+
W1
Ld6+
OC1
Player
M8"
T3
Sv6+
InSV4+
W1
Ld6+
OC1

Ranged Weapons

Lead Player - Default Wargear
#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Player - Default Wargear
#WeaponRangeABSSAPDAbilities
4Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Neuro disruptor12"13+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Lead Player - Default Wargear
#WeaponAWSSAPDAbilities
1Harlequin’s special weapon43+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Player - Default Wargear
#WeaponAWSSAPDAbilities
2Harlequin’s blade53+3-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

3Harlequin’s special weapon43+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Shuriken pistol12"13+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Neuro disruptor12"13+4-21Anti-infantry 2+, Assault, Pistol
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
4Harlequin’s special weapon43+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

2Harlequin’s blade53+3-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Dance of DeathUnit

At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:

■ Hero’s Prowess: Each time a model in this unit makes an attack, re‑roll a Hit roll of 1.
■ Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
■ Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: ■ Hero’s Prowess: Each tim...

Keywords: Infantry, Aeldari, Troupe
Faction Keywords: Harlequins

Knight of Evenfall

■ Knight of Evenfall (1 model)

This model is equipped with: shuriken pistol; Troupe Master’s blade.

Combat Patrol datasheet25mmInvulnerable 4+
Troupe Master
M8"
T3
Sv6+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Troupe Master’s blade52+5-22Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shuriken pistol12"12+4-11Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Troupe Master’s blade52+5-22Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Cegorach’s FavourUnit

Each time this model makes a melee attack, you can re‑roll a Hit roll of 1 and add 1 to the Wound roll.

LeaderUnit

This model can be attached to the following unit: TROUPE

Keywords: Infantry, Character, Aeldari, Troupe Master, Knight of Evenfall
Faction Keywords: Harlequins

Voidweaver

1 Voidweaver (1 model)

■ This model is equipped with: prismatic cannon; 2 shuriken cannons; close combat weapon.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 4+
Voidweaver
M14"
T6
Sv4+
InSV4+
W6
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Prismatic cannon - dispersed pulse24"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Prismatic cannon - focused lances24"23+12-34-

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Shuriken cannon24"33+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Prismatic cannon - dispersed pulse24"2D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Prismatic cannon - focused lances24"23+12-34-

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+301-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Battle FocusFaction

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs, you can spend one Battle Focu...See Army Rule: Battle Focus

Keywords: Vehicle, Aeldari, Fly, Voidweaver
Faction Keywords: Harlequins

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Herald of the Night The bearer has the Lone Operative and Stealth abilities, and each time a model in its unit makes a move, it can move...

    The bearer has the Lone Operative and Stealth abilities, and each time a model in its unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them.

    Enhancement, either/or choice
Unit Abilities
  • Alineth Shadespinner: Leader This model can be attached to the following unit: TROUPE

    This model can be attached to the following unit: TROUPE

  • Skyweavers: Acrobatic Grace Each time an attack targets this unit, subtract 1 from the Hit roll.

    Each time an attack targets this unit, subtract 1 from the Hit roll.

  • Knight of Evenfall: Leader This model can be attached to the following unit: TROUPE

    This model can be attached to the following unit: TROUPE

  • Voidweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Voidweaver: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Alineth Shadespinner: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Knight of Evenfall: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Alineth Shadespinner: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Knight of Evenfall: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token.

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Start of Turn

Your Turn
Secondary Objectives
  • Secondary: Shadows Fall At the start of your turn, for each objective marker that you do not control, assign it a different number between 1–...

    At the start of your turn, for each objective marker that you do not control, assign it a different number between 1–6 and then roll one D6: on a result that was not assigned, roll again until you roll one that was assigned; on a result that was assigned, if you control the corresponding objective marker at the end of your turn, you score 5VP.

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Army Rules
  • Battle Focus: Swift as the Wind Swift as the Wind Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mo...

    Swift as the Wind
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
    Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit

  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Unit Abilities
  • Alineth Shadespinner: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Voidweaver: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Army Rules
  • Battle Focus: Fade Back Fade Back Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot. Effect: One eligible unit fr...

    Fade Back
    Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
    Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1".

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Army Rules
  • Battle Focus: Flitting Shadows Flitting Shadows Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back mov...

    Flitting Shadows
    Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge
    Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Blade Artists - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One HARLEQUINS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.

  • Malicious Frenzy - 1CP Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the at...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HARLEQUINS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the attacking unit has finished making its attacks, the attacking unit suffers 1 mortal wound.

  • Dance of Shadows - 1CP Remove your unit from the battlefield and place it into Strategic Reserves. Until the end of your next turn...

    WHEN: End of the Fight phase.
    TARGET: One HARLEQUINS unit wholly within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. Until the end of your next turn, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

Enhancements
  • Enhancement: Starlight Strike Models in the bearer’s unit have the Fights First ability.

    Models in the bearer’s unit have the Fights First ability.

    Enhancement, either/or choice
Unit Abilities
  • Alineth Shadespinner: Treacherous Illusion [Psychic] Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this mod...

    Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit.

  • Troupe: Dance of Death At the start of the Fight phase, select one of the following abilities for this unit to gain...

    At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:

    ■ Hero’s Prowess: Each time a model in this unit makes an attack, re‑roll a Hit roll of 1.
    ■ Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
    ■ Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.

  • Knight of Evenfall: Cegorach’s Favour Each time this model makes a melee attack, you can re‑roll a Hit roll of 1 and add 1 to the...

    Each time this model makes a melee attack, you can re‑roll a Hit roll of 1 and add 1 to the Wound roll.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Blade Artists - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One HARLEQUINS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.

  • Malicious Frenzy - 1CP Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the at...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HARLEQUINS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the attacking unit has finished making its attacks, the attacking unit suffers 1 mortal wound.

  • Dance of Shadows - 1CP Remove your unit from the battlefield and place it into Strategic Reserves. Until the end of your next turn...

    WHEN: End of the Fight phase.
    TARGET: One HARLEQUINS unit wholly within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. Until the end of your next turn, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

Unit Abilities
  • Knight of Evenfall: Cegorach’s Favour Each time this model makes a melee attack, you can re‑roll a Hit roll of 1 and add 1 to the...

    Each time this model makes a melee attack, you can re‑roll a Hit roll of 1 and add 1 to the Wound roll.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Shadows Fall At the start of your turn, for each objective marker that you do not control, assign it a different number between 1–...

    At the start of your turn, for each objective marker that you do not control, assign it a different number between 1–6 and then roll one D6: on a result that was not assigned, roll again until you roll one that was assigned; on a result that was assigned, if you control the corresponding objective marker at the end of your turn, you score 5VP.

    Secondary objective, either/or choice
  • Secondary: Deadly Denouement At the end of each phase, you score 2VP for each CHARACTER model from your army that destroyed one or more enemy mode...

    At the end of each phase, you score 2VP for each CHARACTER model from your army that destroyed one or more enemy models that phase.

    Secondary objective, either/or choice
Army Rules
  • Battle Focus At the start of the battle round, you receive 1 Battle Focus token. Each time one of the triggers shown below occurs,...

    At the start of the battle round, you receive 1 Battle Focus token.

    Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Enhancement

Starlight Strike

Choose one enhancement for this Combat Patrol.

Either/or choice

Models in the bearer’s unit have the Fights First ability.

Enhancement

Herald of the Night

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities, and each time a model in its unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them.

Secondary Objective

Shadows Fall

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of your turn, for each objective marker that you do not control, assign it a different number between 1–6 and then roll one D6: on a result that was not assigned, roll again until you roll one that was assigned; on a result that was assigned, if you control the corresponding objective marker at the end of your turn, you score 5VP.

Secondary Objective

Deadly Denouement

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 2VP for each CHARACTER model from your army that destroyed one or more enemy models that phase.

Battle Focus

At the start of the battle round, you receive 1 Battle Focus token.

Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Swift as the Wind
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit

Flitting Shadows
Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge
Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Fade Back
Trigger: In your opponent’s Shooting phase, just after an enemy unit has shot.
Effect: One eligible unit from your army that was hit by one or more of those attacks can make a Normal move of up to D6+1".

NameCPCategoryPhasesRules
Blade Artists1CPbattleTacticFightWHEN: Fight phase.
TARGET: One HARLEQUINS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
WHEN: Fight phase. TARGET: One HARLEQUINS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, i...
Malicious Frenzy1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One HARLEQUINS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the attacking unit has finished making its attacks, the attacking unit suffers 1 mortal wound.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HARLEQUINS INFANTRY unit from your army that was selected as the...
Dance of Shadows1CPstrategicPloyFightWHEN: End of the Fight phase.
TARGET: One HARLEQUINS unit wholly within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. Until the end of your next turn, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
WHEN: End of the Fight phase. TARGET: One HARLEQUINS unit wholly within 6" of one or more battlefield edges and not within Engagement Range of one...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Alineth Shadespinner / Shadowseer / Neuro disruptor; Troupe / Player / Neuro disruptor
Anti-vehicle 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Skyweavers / Skyweaver / Skyweaver haywire cannon
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Alineth Shadespinner / Shadowseer / Neuro disruptor; Knight of Evenfall / Troupe Master / Shuriken pistol; Troupe / Lead Player / Shuriken pistol; Troupe / Player / Neuro disruptor; Troupe / Player / Shuriken pistolAlineth Shadespinner / Shadowseer / Neuro disruptor; Knight of Evenfall / Troupe Master / Shuriken pistol; Troupe / Lead Player / Shuriken pistol;...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Voidweaver / Voidweaver / Prismatic cannon
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Knight of Evenfall / Troupe Master / Troupe Master’s blade; Skyweavers / Skyweaver / Skyweaver haywire cannon; Troupe / Lead Player / Harlequin’s special weapon; Troupe / Player / Harlequin’s blade; Troupe / Player / Harlequin’s special weaponKnight of Evenfall / Troupe Master / Troupe Master’s blade; Skyweavers / Skyweaver / Skyweaver haywire cannon; Troupe / Lead Player / Harlequin’s s...
Lethal HitsRangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Skyweavers / Skyweaver / Shuriken cannon; Voidweaver / Voidweaver / Shuriken cannon
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Alineth Shadespinner / Shadowseer / Neuro disruptor; Knight of Evenfall / Troupe Master / Shuriken pistol; Troupe / Lead Player / Shuriken pistol; Troupe / Player / Neuro disruptor; Troupe / Player / Shuriken pistolAlineth Shadespinner / Shadowseer / Neuro disruptor; Knight of Evenfall / Troupe Master / Shuriken pistol; Troupe / Lead Player / Shuriken pistol;...
PsychicMeleeIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Alineth Shadespinner / Shadowseer / Miststave
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Black Templars

Siguard’s Crusaders

Marshal Siguard (1 model)Primaris Crusader Squad (10 models)Intercessor Squad (5 models)Black Templars Impulsor (1 model)

Common names:Combat Patrol: Black TemplarsMarshal SiguardPrimaris MarshalSword BrotherInitiatesNeophytesPrimaris ImpulsorVowSpace MarinesMarinesTemplarsThe Crusade

4 units 2 enhancements 3 stratagems 2 secondaries

Marshal Siguard

Marshal Siguard (1 model)

■ This model is equipped with: plasma pistol; master-crafted power weapon.

Combat Patrol datasheet40mmInvulnerable 4+
Marshal Siguard
M6"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon62+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon62+5-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

LeaderUnit

This model can be attached to the following units: INTERCESSOR SQUAD, PRIMARIS CRUSADER SQUAD

Keywords: Infantry, Character, Imperium, Tacticus, Marshal, Siguard
Faction Keywords: Space Marines, Black Templars

Primaris Crusader Squad

Primaris Crusader Squad (10 models)

■ 1 Primaris Sword Brother is equipped with: heavy bolt pistol; power weapon.
■ 2 Primaris Initiates are equipped with: heavy bolt pistol; Astartes chainsword.
■ 2 Primaris Initiates are equipped with: bolt pistol; bolt rifle; close combat weapon.
■ 1 Primaris Initiate is equipped with: pyreblaster; bolt pistol; close combat weapon.
■ 2 Primaris Neophytes are equipped with: bolt pistol; Astartes chainsword.
■ 2 Primaris Neophytes are equipped with: Neophyte firearm; close combat weapon.

Combat Patrol datasheetSword Brother: 40mm Initiates: 32mm Neophytes: 28.5mm
Primaris Sword Brother
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Primaris Initiate
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Primaris Neophyte
M6"
T4
Sv4+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Primaris Sword Brother - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Primaris Initiate - Default Wargear
#WeaponRangeABSSAPDAbilities
2Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Primaris Neophyte - Default Wargear
#WeaponRangeABSSAPDAbilities
2Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Neophyte firearm18"23+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Primaris Sword Brother - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon33+5-21-
Primaris Initiate - Default Wargear
#WeaponAWSSAPDAbilities
2Astartes chainsword53+4-11-
3Close combat weapon33+401-
Primaris Neophyte - Default Wargear
#WeaponAWSSAPDAbilities
2Astartes chainsword53+4-11-
2Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

2Neophyte firearm18"23+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon33+5-21-
4Astartes chainsword53+4-11-
5Close combat weapon33+401-

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Righteous ZealUnit

You can re-roll Advance and Charge rolls made for this unit.

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the Primaris Initiate models and the other unit must contain the remaining models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Imperium, Tacticus, Crusader Squad
Faction Keywords: Space Marines, Black Templars

Intercessor Squad

Intercessor Squad (5 models)

■ Every model is equipped with: bolt pistol; bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Black Templars

Black Templars Impulsor

Black Templars Impulsor (1 model)

■ This model is equipped with: multi-melta; 2 storm bolters; armoured hull; orbital comms array.

Combat Patrol datasheet100mm
Black Templars Impulsor
M12"
T9
Sv3+
InSV-
W11
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Multi-melta18"23+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

2Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Multi-melta18"23+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

2Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 6Core

Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Assault VehicleUnit

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn.Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge tha...

TransportUnit

This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Imperium, Impulsor
Faction Keywords: Space Marines, Black Templars

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Righteous Defiance The bearer has the Feel No Pain 5+ ability. In addition, once per battle, when the bearer’s unit is selected as the t...

    The bearer has the Feel No Pain 5+ ability. In addition, once per battle, when the bearer’s unit is selected as the target of an attack, it can use this ability. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability.

    Enhancement, either/or choice
Unit Abilities
  • Marshal Siguard: Leader This model can be attached to the following units: INTERCESSOR SQUAD, PRIMARIS CRUSADER SQUAD

    This model can be attached to the following units: INTERCESSOR SQUAD, PRIMARIS CRUSADER SQUAD

  • Black Templars Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Black Templars Impulsor: Transport This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

    This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Black Templars Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Marshal Siguard: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Primaris Crusader Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Primaris Crusader Squad: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the Primaris Initiate models and the other unit must contain the remaining models.

Opponent’s Turn
Unit Abilities
  • Marshal Siguard: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Secondary Objectives
  • Secondary: Sacred Vow From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed t...

    From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target that battle round. At the end of that battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ADEPTUS ASTARTES model from your army. If that ADEPTUS ASTARTES model has the PRIMARIS CRUSADER SQUAD keyword, you score 4VP instead.

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Primaris Crusader Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Primaris Crusader Squad: Righteous Zeal You can re-roll Advance and Charge rolls made for this unit.

    You can re-roll Advance and Charge rolls made for this unit.

  • Black Templars Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Black Templars Impulsor: Assault Vehicle Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as hav...

    Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Hate-Fuelled Strength - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Unit Abilities
  • Black Templars Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Shield of Zeal - 1CP Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of y...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of your unit, models in your unit have a 4+ invulnerable save against that attack. Primaris Neophyte models have a 5+ invulnerable save against that attack instead.

  • Goaded to Fury - 1CP Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Unit Abilities
  • Primaris Crusader Squad: Righteous Zeal You can re-roll Advance and Charge rolls made for this unit.

    You can re-roll Advance and Charge rolls made for this unit.

  • Black Templars Impulsor: Assault Vehicle Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as hav...

    Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Shield of Zeal - 1CP Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of y...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of your unit, models in your unit have a 4+ invulnerable save against that attack. Primaris Neophyte models have a 5+ invulnerable save against that attack instead.

  • Hate-Fuelled Strength - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Enhancements
  • Enhancement: Crusaders’ Fervour Add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.

    Add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Shield of Zeal - 1CP Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of y...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of your unit, models in your unit have a 4+ invulnerable save against that attack. Primaris Neophyte models have a 5+ invulnerable save against that attack instead.

  • Hate-Fuelled Strength - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Path of Purgation At the end of the battle, you score 8VP if one or more ADEPTUS ASTARTES units from your army (excluding Battle-shocke...

    At the end of the battle, you score 8VP if one or more ADEPTUS ASTARTES units from your army (excluding Battle-shocked units) are within your opponent’s deployment zone. If your WARLORD is not Battle-shocked and is wholly within your opponent’s deployment zone, you score 10VP instead.

    Secondary objective, either/or choice

Enhancement

Crusaders’ Fervour

Choose one enhancement for this Combat Patrol.

Either/or choice

Add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.

Enhancement

Righteous Defiance

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Feel No Pain 5+ ability. In addition, once per battle, when the bearer’s unit is selected as the target of an attack, it can use this ability. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability.

Secondary Objective

Path of Purgation

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 8VP if one or more ADEPTUS ASTARTES units from your army (excluding Battle-shocked units) are within your opponent’s deployment zone. If your WARLORD is not Battle-shocked and is wholly within your opponent’s deployment zone, you score 10VP instead.

Secondary Objective

Sacred Vow

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target that battle round. At the end of that battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ADEPTUS ASTARTES model from your army. If that ADEPTUS ASTARTES model has the PRIMARIS CRUSADER SQUAD keyword, you score 4VP instead.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Shield of Zeal1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of your unit, models in your unit have a 4+ invulnerable save against that attack. Primaris Neophyte models have a 5+ invulnerable save against that attack instead.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES INFANTRY u...
Hate-Fuelled Strength1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or figh...
Goaded to Fury1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a Normal move, but must end that move as close as possible to that enemy unit.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selecte...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Intercessor Squad / Intercessor / Bolt rifle; Primaris Crusader Squad / Primaris Initiate / Bolt rifle; Primaris Crusader Squad / Primaris Neophyte / Neophyte firearmIntercessor Squad / Intercessor / Bolt rifle; Primaris Crusader Squad / Primaris Initiate / Bolt rifle; Primaris Crusader Squad / Primaris Neophyte...
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Marshal Siguard / Marshal Siguard / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle; Primaris Crusader Squad / Primaris Initiate / Bolt rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Primaris Crusader Squad / Primaris Initiate / Pyreblaster
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Black Templars Impulsor / Black Templars Impulsor / Multi-melta
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Intercessor Squad / Intercessor / Bolt pistol; Marshal Siguard / Marshal Siguard / Plasma pistol; Primaris Crusader Squad / Primaris Initiate / Bolt pistol; Primaris Crusader Squad / Primaris Initiate / Heavy bolt pistol; Primaris Crusader Squad / Primaris Neophyte / Bolt pistol; Primaris Crusader Squad / Primaris Sword Brother / Heavy bolt pistolIntercessor Squad / Intercessor / Bolt pistol; Marshal Siguard / Marshal Siguard / Plasma pistol; Primaris Crusader Squad / Primaris Initiate / Bol...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Black Templars Impulsor / Black Templars Impulsor / Storm bolter
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Primaris Crusader Squad / Primaris Initiate / Pyreblaster
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Black Templars

Vow-sworn of Vedrenn

Emperor’s Champion Vedrenn (1 model)Crusader Squad (10 models)Bladeguard Veteran Squad (3 models)Sword Brethren Squad (5 models)

Common names:Combat Patrol: Black TemplarsVedrennEmperor’s Champion VedrennEmperor’s ChampionBlack SwordCrusadersBlack Templars 2025 Combat PatrolSpace MarinesMarinesTemplarsThe CrusadeZealots

4 units 2 enhancements 3 stratagems 2 secondaries

Emperor’s Champion Vedrenn

Emperor’s Champion Vedrenn (1 model)

■ This model is equipped with: bolt pistol; Black Sword.

Combat Patrol datasheet40mmInvulnerable 4+
Emperor’s Champion Vedrenn
M8"
T4
Sv2+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Black Sword102+6-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Black Sword102+6-21-

Abilities

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

Templar VowsFaction

At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is act...See Army Rule: Templar Vows

Keywords: Infantry, Character, Imperium, Tacticus, Emperor’s Champion, Vedrenn
Faction Keywords: Space Marines, Black Templars

Sword Brethren Squad

Sword Brethren Squad (5 models)

■ The Sword Brother Castellan model is equipped with: combi-weapon; master-crafted power weapon.
■ 1 Sword Brother model is equipped with: heavy bolt pistol; Astartes chainsword.
■ 1 Sword Brother model is equipped with: twin lightning claws.
■ 1 Sword Brother model is equipped with: pyre pistol; master-crafted power weapon.
■ 1 Sword Brother model is equipped with: plasma pistol; master-crafted power weapon.

Combat Patrol version — modified keywords, stats, unit size40mm
Sword Brother Castellan
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC1
Sword Brother
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

Sword Brother Castellan - Default Wargear
#WeaponRangeABSSAPDAbilities
1Combi-weapon24"13+401Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Sword Brother - Default Wargear
#WeaponRangeABSSAPDAbilities
1Pyre pistol12"D6-401Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Sword Brother Castellan - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon32+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Sword Brother - Default Wargear
#WeaponAWSSAPDAbilities
1Twin lightning claws52+5-21Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

2Master-crafted power weapon32+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Astartes chainsword62+4-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Combi-weapon24"13+401Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Pyre pistol12"D6-401Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Master-crafted power weapon32+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Twin lightning claws52+5-21Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Astartes chainsword62+4-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Templar VowsFaction

At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is act...See Army Rule: Templar Vows

Exploit Their CowardiceUnit

Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move.Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not withi...

Keywords: Infantry, Imperium, Tacticus, Sword Brethren Squad
Faction Keywords: Space Marines, Black Templars

Bladeguard Veteran Squad

Bladeguard Veteran Squad (3 models)

■ The Bladeguard Veteran Squad Leader model is equipped with: neo-volkite pistol; master-crafted power weapon
■ Every Bladeguard Veteran model is equipped with: heavy bolt pistol; master-crafted power weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size40mmInvulnerable 4+
Bladeguard Veteran Squad Leader
M6"
T4
Sv3+
InSV4+
W3
Ld6+
OC1
Bladeguard Veteran
M6"
T4
Sv3+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Bladeguard Veteran - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Bladeguard Veteran Squad Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Neo-volkite pistol12"13+502Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Bladeguard Veteran - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon43+5-22-
Bladeguard Veteran Squad Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon43+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Neo-volkite pistol12"13+502Devastating Wounds, Pistol
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Master-crafted power weapon43+5-22-

Abilities

Templar VowsFaction

At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is act...See Army Rule: Templar Vows

BladeguardUnit

At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase: ■ Swords...

Keywords: Infantry, Imperium, Tacticus, Bladeguard Veteran Squad
Faction Keywords: Space Marines, Black Templars

Crusader Squad

Crusader Squad (10 models)

■ The Sword Brother is equipped with: heavy bolt pistol; master-crafted power weapon.
■ 2 Initiate models are equipped with: heavy bolt pistol; Astartes chainsword.
■ 2 Initiate models are equipped with: bolt pistol; bolt rifle; close combat weapon.
■ 1 Initiate model is equipped with: pyreblaster; bolt pistol; close combat weapon.
■ 2 Neophyte models are equipped with: bolt pistol; Astartes chainsword.
■ 2 Neophyte models are equipped with: Neophyte firearm; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit sizeSword Brother: 40mm Initiates: 32mm Neophytes: 28.5mm
Sword Brother
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Initiate
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Neophyte
M6"
T4
Sv4+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Sword Brother - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Initiate - Default Wargear
#WeaponRangeABSSAPDAbilities
2Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Neophyte - Default Wargear
#WeaponRangeABSSAPDAbilities
2Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Neophyte firearm18"23+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Sword Brother - Default Wargear
#WeaponAWSSAPDAbilities
1Master-crafted power weapon32+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Initiate - Default Wargear
#WeaponAWSSAPDAbilities
2Astartes chainsword43+4-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

3Close combat weapon33+401-
Neophyte - Default Wargear
#WeaponAWSSAPDAbilities
2Astartes chainsword43+4-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

2Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Bolt pistol18"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Pyreblaster12"D6-501Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

2Neophyte firearm18"23+401Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon32+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

4Astartes chainsword43+4-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

5Close combat weapon33+401-

Abilities

Templar VowsFaction

At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is act...See Army Rule: Templar Vows

Keywords: Infantry, Imperium, Tacticus, Crusader Squad
Faction Keywords: Space Marines, Black Templars

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Army Rules
  • Templar Vows At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from...

    At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

    ■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
    ■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Unit Abilities
  • Emperor’s Champion Vedrenn: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Bulwark of Faith - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: Your Command phase.
    TARGET: One BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Movement

Your Turn
Unit Abilities
  • Sword Brethren Squad: Exploit Their Cowardice Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after...

    Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Halo of Detestation Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll.

    Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Emperor’s Champion Vedrenn: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Divine Protection - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save and they have the Feel No Pain...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save and they have the Feel No Pain 5+ ability against mortal wounds.

Charge

Your Turn
Army Rules
  • Templar Vows At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from...

    At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

    ■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
    ■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Dedication to the End - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD keywords. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Enhancements
  • Enhancement: Oath of Destruction ■ Melee weapons equipped by the bearer have the [PRECISION] ability. ■ Melee weapons equipped by the bearer have the...

    ■ Melee weapons equipped by the bearer have the [PRECISION] ability.
    ■ Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability while targeting CHARACTER units.

    Enhancement, either/or choice
Army Rules
  • Templar Vows At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from...

    At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

    ■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
    ■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Dedication to the End - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD keywords. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Execution Edict Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 4VP. At the end of the...

    Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 4VP.

    At the end of the battle, if all enemy CHARACTER models are destroyed, you score 4VP.

    Secondary objective, either/or choice
  • Secondary: To Their Very Gates At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield e...

    At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice

Enhancement

Oath of Destruction

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Melee weapons equipped by the bearer have the [PRECISION] ability.
■ Melee weapons equipped by the bearer have the [SUSTAINED HITS 1] ability while targeting CHARACTER units.

Enhancement

Halo of Detestation

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll.

Secondary Objective

Execution Edict

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 4VP.

At the end of the battle, if all enemy CHARACTER models are destroyed, you score 4VP.

Secondary Objective

To Their Very Gates

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

Templar Vows

At the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below.

■ Abhor the Witch, Destroy the Witch: Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units.
■ Accept Any Challenge, No Matter the Odds: Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

NameCPCategoryPhasesRules
Dedication to the End1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD keywords. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the tar...
Bulwark of Faith1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: Your Command phase. TARGET: One BLADEGUARD VETERAN SQUAD or SWORD BRETHREN SQUAD unit from your army. EFFECT: Until the start of your next Co...
Divine Protection1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save and they have the Feel No Pain 5+ ability against mortal wounds.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Sword Brethren Squad / Sword Brother Castellan / Combi-weapon
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Crusader Squad / Initiate / Bolt rifle; Crusader Squad / Neophyte / Neophyte firearm
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Bladeguard Veteran Squad / Bladeguard Veteran Squad Leader / Neo-volkite pistol; Sword Brethren Squad / Sword Brother Castellan / Combi-weapon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Sword Brethren Squad / Sword Brother / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Crusader Squad / Initiate / Bolt rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Crusader Squad / Initiate / Pyreblaster; Sword Brethren Squad / Sword Brother / Pyre pistol
Lethal HitsMeleeWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Crusader Squad / Sword Brother / Master-crafted power weapon; Sword Brethren Squad / Sword Brother / Master-crafted power weapon; Sword Brethren Squad / Sword Brother Castellan / Master-crafted power weaponCrusader Squad / Sword Brother / Master-crafted power weapon; Sword Brethren Squad / Sword Brother / Master-crafted power weapon; Sword Brethren Sq...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Bladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Bladeguard Veteran Squad / Bladeguard Veteran Squad Leader / Neo-volkite pistol; Crusader Squad / Initiate / Bolt pistol; Crusader Squad / Initiate / Heavy bolt pistol; Crusader Squad / Neophyte / Bolt pistol; Crusader Squad / Sword Brother / Heavy bolt pistol; Emperor’s Champion Vedrenn / Emperor’s Champion Vedrenn / Bolt pistol; Sword Brethren Squad / Sword Brother / Heavy bolt pistol; Sword Brethren Squad / Sword Brother / Plasma pistol; Sword Brethren Squad / Sword Brother / Pyre pistolBladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Bladeguard Veteran Squad / Bladeguard Veteran Squad Leader / Neo-volkite pistol;...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Sword Brethren Squad / Sword Brother Castellan / Combi-weapon
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Crusader Squad / Initiate / Astartes chainsword; Crusader Squad / Neophyte / Astartes chainsword; Sword Brethren Squad / Sword Brother / Astartes chainswordCrusader Squad / Initiate / Astartes chainsword; Crusader Squad / Neophyte / Astartes chainsword; Sword Brethren Squad / Sword Brother / Astartes c...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Crusader Squad / Initiate / Pyreblaster; Sword Brethren Squad / Sword Brother / Pyre pistol
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Sword Brethren Squad / Sword Brother / Twin lightning claws
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Blood Angels

Strike Force Marcellos

Librarian Marcellos (1 model)Intercessor Squad (5 models)Incursor Squad (5 models)Aggressor Squad (3 models)Impulsor (1 model)

Common names:Combat Patrol: Blood Angels (Old)Librarian MarcellosPrimaris LibrarianFlamestorm gauntletsBlood Angels old Combat PatrolSpace MarinesMarinesSons of SanguiniusAngels of DeathIntercessor SquadIncursor SquadAggressor Squad

5 units 2 enhancements 3 stratagems 2 secondaries

Librarian Marcellos

Librarian Marcellos (1 model)

■ This model is equipped with: bolt pistol; Smite; force weapon.

Combat Patrol datasheet40mm
Librarian Marcellos
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Smite - witchfire24"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Smite - focused witchfire24"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Mental Fortress [Psychic]Unit

While this model is leading a unit, models in that unit have a 4+ invulnerable save.

LeaderUnit

This model can be attached to the following unit: INTERCESSOR SQUAD

Keywords: Infantry, Character, Psyker, Imperium, Tacticus, Librarian, Marcellos
Faction Keywords: Space Marines, Blood Angels

Aggressor Squad

Aggressor Squad (3 models)

■ Every model is equipped with: flamestorm gauntlets; twin power fists.

Combat Patrol version — modified abilities, stats, unit size40mm
Aggressor
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flamestorm gauntlets12"D6+1-401Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists34+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flamestorm gauntlets12"D6+1-401Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists34+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Imperium, Gravis, Aggressor Squad
Faction Keywords: Space Marines, Blood Angels

Incursor Squad

Incursor Squad (5 models)

■ 1 Incursor Sergeant is equipped with: bolt pistol; occulus bolt carbine; paired combat blades.
■ 3 Incursors are equipped with: bolt pistol; occulus bolt carbine; paired combat blades.
■ 1 Incursor is equipped with: bolt pistol; occulus bolt carbine; paired combat blades; haywire mine.

Combat Patrol version — modified keywords, unit size32mm
Incursor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1
Incursor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Incursor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Occulus bolt carbine24"23+401Assault, Ignores Cover
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Incursor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Occulus bolt carbine24"23+401Assault, Ignores Cover
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Melee Weapons

Incursor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Paired combat blades33+401Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Incursor - Default Wargear
#WeaponAWSSAPDAbilities
4Paired combat blades33+401Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Occulus bolt carbine24"23+401Assault, Ignores Cover
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Melee Weapons

#WeaponAWSSAPDAbilities
5Paired combat blades33+401Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Multi-spectrum ArrayUnit

In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets that enemy unit, add 1 to the Hit roll.In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the...

Keywords: Infantry, Smoke, Imperium, Phobos, Incursor Squad
Faction Keywords: Space Marines, Blood Angels

Intercessor Squad

Intercessor Squad (5 models)

■ 1 Intercessor Sergeant is equipped with: bolt pistol; Astartes chainsword.
■ 4 Intercessors are equipped with: bolt rifle; bolt pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
4Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Blood Angels

Impulsor

Impulsor (1 model)

■ This model is equipped with: bellicatus missile array; 2 storm bolters; armoured hull.

Combat Patrol version — modified abilities, unit sizeHull
Impulsor
M12"
T9
Sv3+
InSV-
W11
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bellicatus missile array - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Bellicatus missile array - Icarus48"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Bellicatus missile array - krak48"13+8-2D6-
2Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bellicatus missile array - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Bellicatus missile array - Icarus48"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Bellicatus missile array - krak48"13+8-2D6-
2Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 6Core

Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

TransportUnit

This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Imperium, Impulsor
Faction Keywords: Space Marines, Blood Angels

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Radiant Wrath (Psychic) Both of the bearer’s Smite weapon profiles have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.

    Both of the bearer’s Smite weapon profiles have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.

    Enhancement, either/or choice
Unit Abilities
  • Librarian Marcellos: Mental Fortress [Psychic] While this model is leading a unit, models in that unit have a 4+ invulnerable save.

    While this model is leading a unit, models in that unit have a 4+ invulnerable save.

  • Librarian Marcellos: Leader This model can be attached to the following unit: INTERCESSOR SQUAD

    This model can be attached to the following unit: INTERCESSOR SQUAD

  • Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Impulsor: Transport This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

    This model has a transport capacity of 6 TACTICUS or PHOBOS INFANTRY models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Impulsor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Strategic Aggression At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models,...

    At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select one enemy CHARACTER model instead.

    At the end of the battle, you score 10VP if that enemy model is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Librarian Marcellos: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Incursor Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

Opponent’s Turn
Unit Abilities
  • Librarian Marcellos: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Incursor Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Rapid Strike - 1CP Your unit can make a Normal move. It cannot embark within a TRANSPORT at the end of that move. RESTRICTIONS...

    WHEN: End of your Shooting phase.
    TARGET: One INTERCESSOR SQUAD or INCURSOR SQUAD unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can make a Normal move. It cannot embark within a TRANSPORT at the end of that move.
    RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.

Unit Abilities
  • Incursor Squad: Multi-spectrum Array In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one...

    In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets that enemy unit, add 1 to the Hit roll.

  • Impulsor: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Anti-fly 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Controlled Ferocity - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Harness the Flaw - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Enhancements
  • Enhancement: Baalite Bladesman Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.

    Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Controlled Ferocity - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Harness the Flaw - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If t...

    WHEN: Fight phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Angelic Wrath At the end of your opponent’s turn, you score 4VP if you control one or more objective markers that are within 6" of...

    At the end of your opponent’s turn, you score 4VP if you control one or more objective markers that are within 6" of your opponent’s deployment zone.

    Secondary objective, either/or choice
  • Secondary: Strategic Aggression At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models,...

    At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select one enemy CHARACTER model instead.

    At the end of the battle, you score 10VP if that enemy model is destroyed.

    Secondary objective, either/or choice

Enhancement

Baalite Bladesman

Choose one enhancement for this Combat Patrol.

Either/or choice

Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1.

Enhancement

Radiant Wrath (Psychic)

Choose one enhancement for this Combat Patrol.

Either/or choice

Both of the bearer’s Smite weapon profiles have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.

Secondary Objective

Angelic Wrath

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 4VP if you control one or more objective markers that are within 6" of your opponent’s deployment zone.

Secondary Objective

Strategic Aggression

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select one enemy CHARACTER model instead.

At the end of the battle, you score 10VP if that enemy model is destroyed.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Controlled Ferocity1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected a...
Harness the Flaw1CPbattleTacticFightWHEN: Fight phase.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If that attack targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll instead.
WHEN: Fight phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. EFFECT: Until the end...
Rapid Strike1CPbattleTacticShootingWHEN: End of your Shooting phase.
TARGET: One INTERCESSOR SQUAD or INCURSOR SQUAD unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move. It cannot embark within a TRANSPORT at the end of that move.
WHEN: End of your Shooting phase. TARGET: One INTERCESSOR SQUAD or INCURSOR SQUAD unit from your army that is not within Engagement Range of one or...
AbilityProfile TypeDefinitionUsed By
Anti-fly 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Impulsor / Impulsor / Bellicatus missile array
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Incursor Squad / Incursor / Occulus bolt carbine; Incursor Squad / Incursor Sergeant / Occulus bolt carbine; Intercessor Squad / Intercessor / Bolt rifleIncursor Squad / Incursor / Occulus bolt carbine; Incursor Squad / Incursor Sergeant / Occulus bolt carbine; Intercessor Squad / Intercessor / Bolt...
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Impulsor / Impulsor / Bellicatus missile array
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Librarian Marcellos / Librarian Marcellos / Smite
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Librarian Marcellos / Librarian Marcellos / Smite
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Aggressor Squad / Aggressor / Flamestorm gauntlets; Incursor Squad / Incursor / Occulus bolt carbine; Incursor Squad / Incursor Sergeant / Occulus bolt carbineAggressor Squad / Aggressor / Flamestorm gauntlets; Incursor Squad / Incursor / Occulus bolt carbine; Incursor Squad / Incursor Sergeant / Occulus...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Incursor Squad / Incursor / Bolt pistol; Incursor Squad / Incursor Sergeant / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistol; Librarian Marcellos / Librarian Marcellos / Bolt pistolIncursor Squad / Incursor / Bolt pistol; Incursor Squad / Incursor Sergeant / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercess...
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Librarian Marcellos / Librarian Marcellos / Force weapon; Librarian Marcellos / Librarian Marcellos / Smite
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Impulsor / Impulsor / Storm bolter
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Incursor Squad / Incursor / Paired combat blades; Incursor Squad / Incursor Sergeant / Paired combat blades
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Aggressor Squad / Aggressor / Flamestorm gauntlets
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Aggressor Squad / Aggressor / Flamestorm gauntlets; Aggressor Squad / Aggressor / Twin power fists
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Blood Angels

The Sanguinary Spearhead

Captain Raldeo (1 model)Sanguinary Guard (3 models)Sanguinary Guard (3 models)Assault Intercessor Squad (10 models)

Common names:Sanguinary SpearheadCombat Patrol: Blood Angels (New)Blood Angels CaptainBlood Angels UpgradesSanguiniusBlood Angels 2024 Combat PatrolCombat Patrol: Blood AngelsSpace MarinesMarinesSons of SanguiniusAngels of DeathCaptain Raldeo

3 units 2 enhancements 3 stratagems 2 secondaries

Captain Raldeo

CAPTAIN RALDEO (1 MODEL)

■ This model is equipped with: inferno pistol; master‐crafted chainsword.

Combat Patrol datasheet40mmInvulnerable 4+
Captain Raldeo
M6"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno pistol6"12+8-4D3Melta 2, Pistol
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master‐crafted chainsword72+4-12-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno pistol6"12+8-4D3Melta 2, Pistol
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master‐crafted chainsword72+4-12-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‐roll the Hit roll.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...See Army Rule: Oath of Moment

Finest HourUnit

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

LeaderUnit

This model can be attached to the following unit:

■ ASSAULT INTERCESSOR SQUAD
This model can be attached to the following unit: ■ ASSAULT INTERCESSOR SQUAD

Keywords: Infantry, Character, Imperium, Tacticus, Captain, Raldeo
Faction Keywords: Space Marines, Blood Angels

Assault Intercessor Squad

ASSAULT INTERCESSOR SQUAD (10 MODELS)

■ The Assault Intercessor Sergeant is equipped with: plasma pistol; Astartes chainsword.
■ 9 Assault Intercessors are equipped with: heavy bolt pistol; Astartes chainsword.

Combat Patrol version — modified abilities, keywords, unit size32mm
Assault Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Assault Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Assault Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Assault Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword43+4-11-
Assault Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
2Astartes chainsword43+4-11-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‐roll the Hit roll.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...See Army Rule: Oath of Moment

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Imperium, Tacticus, Assault Intercessor Squad
Faction Keywords: Space Marines, Blood Angels

Sanguinary Guard

SANGUINARY GUARD (3 MODELS)

■ 1 Sanguinary Guard is equipped with: Angelus boltgun; encarmine blade.
■ 2 Sanguinary Guard are equipped with: Angelus boltgun; encarmine spear.

Combat Patrol version — modified abilities, keywords, unit size40mm
Sanguinary Guard
M12"
T4
Sv2+
InSV-
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Angelus boltgun12"23+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Encarmine blade43+5-32-
2Encarmine spear33+5-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Angelus boltgun12"23+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Encarmine blade43+5-32-
2Encarmine spear33+5-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‐roll the Hit roll.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...See Army Rule: Oath of Moment

Angelic VisageUnit

Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Keywords: Infantry, Fly, Jump Pack, Imperium, Tacticus, Sanguinary Guard
Faction Keywords: Space Marines, Blood Angels

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Captain Raldeo: Leader This model can be attached to the following unit: ■ ASSAULT INTERCESSOR SQUAD

    This model can be attached to the following unit:

    ■ ASSAULT INTERCESSOR SQUAD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Captain Raldeo: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Assault Intercessor Squad: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

  • Sanguinary Guard: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Captain Raldeo: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‐roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Feint and Strike - 1CP Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back move.
    TARGET: That ADEPTUS ASTARTES unit.
    EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.

Unit Abilities
  • Sanguinary Guard: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Precision Fire - 1CP Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTARTES units have the [LET...

    WHEN: Start of your Shooting phase.
    TARGET: One or more ADEPTUS ASTARTES units from your army and one enemy unit.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTARTES units have the [LETHAL HITS] ability while targeting that enemy unit.

Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Refuse to Bend - 1CP Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pai...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pain 6+ ability against that attack. If the attacking model is not within 12" of your unit, models in your unit have the Feel No Pain 5+ ability against that attack instead.

Enhancements
  • Enhancement: Red Thirst In your opponent’s Shooting phase, each time an enemy unit has shot, if the bearer’s unit was hit by one or more of t...

    In your opponent’s Shooting phase, each time an enemy unit has shot, if the bearer’s unit was hit by one or more of those attacks, it can make a Red Thirst move. If it does, the bearer’s unit can be moved up to 6", but must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Red Thirst move while it is Battle‐shocked or within Engagement Range of one or more enemy units and can only make one Red Thirst move per phase.

    Enhancement, either/or choice

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Refuse to Bend - 1CP Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pai...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pain 6+ ability against that attack. If the attacking model is not within 12" of your unit, models in your unit have the Feel No Pain 5+ ability against that attack instead.

Enhancements
  • Enhancement: Masterful Parry Once per turn, when a melee attack is allocated to the bearer, you can change the Damage characteristic of that attac...

    Once per turn, when a melee attack is allocated to the bearer, you can change the Damage characteristic of that attack to 0.

    Enhancement, either/or choice
Unit Abilities
  • Captain Raldeo: Finest Hour Once per battle, at the start of the Fight phase, this model can use this ability. If it doe...

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

  • Sanguinary Guard: Angelic Visage Each time a melee attack targets this unit, subtract 1 from the Hit roll.

    Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Refuse to Bend - 1CP Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pai...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pain 6+ ability against that attack. If the attacking model is not within 12" of your unit, models in your unit have the Feel No Pain 5+ ability against that attack instead.

Unit Abilities
  • Sanguinary Guard: Angelic Visage Each time a melee attack targets this unit, subtract 1 from the Hit roll.

    Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Tip of the Spear At the end of your turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.

    At the end of your turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice
  • Secondary: Angel’s Judgement Each time a SANGUINARY GUARD unit from your army destroys an enemy CHARACTER model, you score 5VP. At the end of the...

    Each time a SANGUINARY GUARD unit from your army destroys an enemy CHARACTER model, you score 5VP.

    At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

    Secondary objective, either/or choice

Enhancement

Masterful Parry

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per turn, when a melee attack is allocated to the bearer, you can change the Damage characteristic of that attack to 0.

Enhancement

Red Thirst

Choose one enhancement for this Combat Patrol.

Either/or choice

In your opponent’s Shooting phase, each time an enemy unit has shot, if the bearer’s unit was hit by one or more of those attacks, it can make a Red Thirst move. If it does, the bearer’s unit can be moved up to 6", but must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Red Thirst move while it is Battle‐shocked or within Engagement Range of one or more enemy units and can only make one Red Thirst move per phase.

Secondary Objective

Tip of the Spear

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.

Secondary Objective

Angel’s Judgement

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time a SANGUINARY GUARD unit from your army destroys an enemy CHARACTER model, you score 5VP.

At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‐roll the Hit roll.

NameCPCategoryPhasesRules
Refuse to Bend1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, models in your unit have the Feel No Pain 6+ ability against that attack. If the attacking model is not within 12" of your unit, models in your unit have the Feel No Pain 5+ ability against that attack instead.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from...
Feint and Strike1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back move.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back move. TARGET: That ADEPTUS ASTARTES unit. EFFECT: U...
Precision Fire1CPbattleTacticShootingWHEN: Start of your Shooting phase.
TARGET: One or more ADEPTUS ASTARTES units from your army and one enemy unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in those ADEPTUS ASTARTES units have the [LETHAL HITS] ability while targeting that enemy unit.
WHEN: Start of your Shooting phase. TARGET: One or more ADEPTUS ASTARTES units from your army and one enemy unit. EFFECT: Until the end of the phas...
AbilityProfile TypeDefinitionUsed By
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Sanguinary Guard / Sanguinary Guard / Encarmine spear
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Captain Raldeo / Captain Raldeo / Inferno pistol
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Assault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol; Captain Raldeo / Captain Raldeo / Inferno pistol; Sanguinary Guard / Sanguinary Guard / Angelus boltgunAssault Intercessor Squad / Assault Intercessor / Heavy bolt pistol; Assault Intercessor Squad / Assault Intercessor Sergeant / Plasma pistol; Capt...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Chaos Knights

Slaughter Talon

Karthon and Firegheist (1 model)Zarkys and Helskarr (1 model)

Common names:Combat Patrol: Chaos KnightsWar DogsWar Dog BrigandWar Dog StalkerChaosKnightsTraitoris KnightsArmiger Trailblazers And Slaughter TalonKarthon and FiregheistZarkys and Helskarr

2 units 2 enhancements 3 stratagems 0 secondaries

Zarkys and Helskarr

Zarkys and Helskarr (1 model)

■ This model is equipped with: avenger chaincannon; havoc multi-launcher; slaughterclaw.

Combat Patrol datasheet100mmInvulnerable 5+
Zarkys and Helskarr
M12"
T10
Sv3+
InSV5+
W12
Ld7+
OC8

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Avenger chaincannon24"123+6-11-
1Havoc multi-launcher48"D63+501Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Melee Weapons

#WeaponAWSSAPDAbilities
1Slaughterclaw43+12-3D6+2-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Avenger chaincannon24"123+6-11-
1Havoc multi-launcher48"D63+501Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Melee Weapons

#WeaponAWSSAPDAbilities
1Slaughterclaw43+12-3D6+2-

Damaged

BracketEffect
DAMAGED: 1–4 WOUNDS REMAININGWhile this model has 1–4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Hunter PackFaction

This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
■ Infernal Restoration: That model regains 1 lost wound.
This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its dat...See Army Rule: Hunter Pack

Keywords: Character, Vehicle, Walker, Battleline, Chaos, War Dog, Stalker, Zarkys and Helskarr
Faction Keywords: Chaos Knights

Karthon and Firegheist

Karthon and Firegheist (1 model)

■ This model is equipped with: avenger chaincannon; daemonbreath spear; diabolus heavy stubber; armoured feet.

Combat Patrol datasheet100mmInvulnerable 5+
Karthon and Firegheist
M12"
T10
Sv3+
InSV5+
W12
Ld7+
OC8

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Avenger chaincannon24"122+6-11-
1Daemonbreath spear24"22+12-4D6Melta 4
Melta 4

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Diabolus heavy stubber36"32+501Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured feet43+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Avenger chaincannon24"122+6-11-
1Daemonbreath spear24"22+12-4D6Melta 4
Melta 4

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Diabolus heavy stubber36"32+501Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured feet43+601-

Damaged

BracketEffect
DAMAGED: 1–4 WOUNDS REMAININGWhile this model has 1–4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Hunter PackFaction

This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
■ Infernal Restoration: That model regains 1 lost wound.
This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its dat...See Army Rule: Hunter Pack

Keywords: Character, Vehicle, Walker, Battleline, Chaos, War Dog, Brigand, Karthon and Firegheist
Faction Keywords: Chaos Knights

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Zarkys and Helskarr: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Karthon and Firegheist: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Zarkys and Helskarr: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Karthon and Firegheist: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Hunter Pack This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the en...

    This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

    In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

    ■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
    ■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
    ■ Infernal Restoration: That model regains 1 lost wound.

Opponent’s Turn
Secondary Objectives
  • Ravening Onslaught In your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then...

    In your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then selects one unit from their army that is not destroyed to be your Secondary Quarry unit (this can be the same unit). At the start of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

    ■ 5VP if your Primary Quarry unit is destroyed.
    ■ 10VP if your Secondary Quarry unit is destroyed.

Movement

Your Turn
Patrol Stratagems
  • Hunter’s Stride - 1CP Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models....

    WHEN: Your Movement phase.
    TARGET: One WAR DOG unit from your army that has not been selected to move this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Enhancements
  • Enhancement: Feral Hunter WAR DOG BRIGAND model only. ■ At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves...

    WAR DOG BRIGAND model only.

    ■ At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves instead of setting it up on the battlefield.
    ■ Each time the bearer is set up on the battlefield from Strategic Reserves, it can be set up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within 6" of one or more enemy units. When doing so, if the bearer is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

    Enhancement, either/or choice
Army Rules
  • Hunter Pack This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the en...

    This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

    In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

    ■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
    ■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
    ■ Infernal Restoration: That model regains 1 lost wound.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attack...

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

    *Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

  • Weapon ability: Melta 4 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Patrol Stratagems
  • Lunging Strike - 1CP Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When...

    WHEN: Your Charge phase.
    TARGET: One WAR DOG unit from your army.
    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When doing so, it must select at least one enemy unit it was not within Engagement Range of at the start of the turn to be a target of that charge.

Enhancements
  • Enhancement: Feral Hunter WAR DOG BRIGAND model only. ■ At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves...

    WAR DOG BRIGAND model only.

    ■ At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves instead of setting it up on the battlefield.
    ■ Each time the bearer is set up on the battlefield from Strategic Reserves, it can be set up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within 6" of one or more enemy units. When doing so, if the bearer is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Infernal Rage - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One WAR DOG unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit, and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.

Enhancements
  • Enhancement: Frenzied to the Last WAR DOG STALKER model only. If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D...

    WAR DOG STALKER model only. If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. When making its attacks, the destroyed model is considered to have 1 wound remaining for the purpose of its Damaged ability.

    Enhancement, either/or choice
Army Rules
  • Hunter Pack This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the en...

    This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

    In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

    ■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
    ■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
    ■ Infernal Restoration: That model regains 1 lost wound.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Infernal Rage - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One WAR DOG unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit, and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.

Scoring & End Step

Your Turn
Army Rules
  • Hunter Pack This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the en...

    This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

    In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

    ■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
    ■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
    ■ Infernal Restoration: That model regains 1 lost wound.

Opponent’s Turn
Secondary Objectives
  • Ravening Onslaught In your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then...

    In your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then selects one unit from their army that is not destroyed to be your Secondary Quarry unit (this can be the same unit). At the start of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

    ■ 5VP if your Primary Quarry unit is destroyed.
    ■ 10VP if your Secondary Quarry unit is destroyed.

Enhancement

Frenzied to the Last

Choose one enhancement for this Combat Patrol.

Either/or choice

WAR DOG STALKER model only. If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. When making its attacks, the destroyed model is considered to have 1 wound remaining for the purpose of its Damaged ability.

Enhancement

Feral Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

WAR DOG BRIGAND model only.

■ At the start of the Deploy Armies step, you can set the bearer up in Strategic Reserves instead of setting it up on the battlefield.
■ Each time the bearer is set up on the battlefield from Strategic Reserves, it can be set up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within 6" of one or more enemy units. When doing so, if the bearer is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

Hunter Pack

This Combat Patrol represents a highly specialised task force of War Dogs sent in to stalk, engage and butcher the enemy vanguard. As such, its datasheets do not use the normal Chaos Knights Faction ability – Harbingers of Dread – and it does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Chaos Knights on their singular task, you will only be able to score VP from the Ravening Onslaught objective (see Objective section).

In addition, in your Command phase, select one WAR DOG model from your army that is on the battlefield, and select one of the following:

■ Hunter’s Instincts: That model can make a Normal or Fall Back move of up to D3+1".
■ Killing Frenzy: Until the start of your next Command phase, melee weapons equipped by that model have the [SUSTAINED HITS 2] ability.
■ Infernal Restoration: That model regains 1 lost wound.

NameCPCategoryPhasesRules
Infernal Rage1CPbattleTacticFightWHEN: Fight phase.
TARGET: One WAR DOG unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit, and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.
WHEN: Fight phase. TARGET: One WAR DOG unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, impr...
Hunter’s Stride1CPstrategicPloyMovementWHEN: Your Movement phase.
TARGET: One WAR DOG unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
WHEN: Your Movement phase. TARGET: One WAR DOG unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phas...
Lunging Strike1CPstrategicPloyChargeWHEN: Your Charge phase.
TARGET: One WAR DOG unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When doing so, it must select at least one enemy unit it was not within Engagement Range of at the start of the turn to be a target of that charge.
WHEN: Your Charge phase. TARGET: One WAR DOG unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Zarkys and Helskarr / Zarkys and Helskarr / Havoc multi-launcher
Indirect FireRangedWeapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visib...
Zarkys and Helskarr / Zarkys and Helskarr / Havoc multi-launcher
Melta 4RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Karthon and Firegheist / Karthon and Firegheist / Daemonbreath spear
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Karthon and Firegheist / Karthon and Firegheist / Diabolus heavy stubber
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...
NameText
Ravening OnslaughtIn your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then selects one unit from their army that is not destroyed to be your Secondary Quarry unit (this can be the same unit). At the start of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

■ 5VP if your Primary Quarry unit is destroyed.
■ 10VP if your Secondary Quarry unit is destroyed.
In your Command phase, select one enemy unit that is not destroyed to be your Primary Quarry unit. Your opponent then selects one unit from their a...

Dark Angels

Mordekai’s Judgement

Chaplain Mordekai (1 model)Intercessor Squad (5 models)Inceptors (3 models)Redemptor Dreadnought (1 model)

Common names:Chaplain MordekaiPrimaris ChaplainInterrogator-ChaplainDark Angels old Combat PatrolCombat Patrol: Dark Angels (Old)DreadnoughtJudgementSpace MarinesMarinesThe UnforgivenFirst LegionIntercessor Squad

4 units 2 enhancements 3 stratagems 2 secondaries

Chaplain Mordekai

Chaplain Mordekai (1 model)

■ This model is equipped with: absolvor bolt pistol; crozius arcanum.

Combat Patrol datasheet40mmInvulnerable 4+
Chaplain Mordekai
M6"
T4
Sv3+
InSV4+
W4
Ld5+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Absolvor bolt pistol18"13+5-12Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Crozius arcanum52+6-12-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Absolvor bolt pistol18"13+5-12Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Crozius arcanum52+6-12-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Litany of HateUnit

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.

LeaderUnit

This model can be attached to the following unit: INTERCESSOR SQUAD

Keywords: Character, Imperium, Tacticus, Chaplain, Mordekai
Faction Keywords: Space Marines, Dark Angels

Inceptor Squad

Inceptors (3 models)

■ Every model is equipped with: assault bolters; close combat weapon.

Combat Patrol version — modified abilities, stats, unit size40mm
Inceptor
M10"
T6
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Assault bolters18"33+5-12Assault, Pistol, Sustained Hits 2, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Assault bolters18"33+5-12Assault, Pistol, Sustained Hits 2, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Sustained Hits 2

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon33+401-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Jump Pack, Fly, Imperium, Gravis, Inceptor Squad
Faction Keywords: Space Marines, Dark Angels

Intercessor Squad

Intercessor Squad (5 models)

■ 1 Intercessor Sergeant is equipped with: bolt pistol; power weapon.
■ 4 Intercessors are equipped with: bolt pistol; bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
4Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Dark Angels

Redemptor Dreadnought

Redemptor Dreadnought (1 model)

■ This model is equipped with: icarus rocket pod; macro plasma incinerator; onslaught gatling cannon; twin fragstorm grenade launcher; Redemptor fist.

Combat Patrol version — modified abilities, keywords, unit size90mm
Redemptor Dreadnought
M8"
T10
Sv2+
InSV-
W12
Ld6+
OC4

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Icarus rocket pod24"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Macro plasma incinerator - standard36"D6+13+8-32Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Macro plasma incinerator - supercharge36"D6+13+9-43Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Onslaught gatling cannon24"83+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Twin fragstorm grenade launcher18"D63+401Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Redemptor fist53+12-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Icarus rocket pod24"D33+8-12Anti-fly 2+
Anti-fly 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Macro plasma incinerator - standard36"D6+13+8-32Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Macro plasma incinerator - supercharge36"D6+13+9-43Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Onslaught gatling cannon24"83+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Twin fragstorm grenade launcher18"D63+401Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Redemptor fist53+12-23-

Damaged

BracketEffect
Damaged: 1-4 Wounds RemainingWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Vehicle, Walker, Imperium, Redemptor Dreadnought
Faction Keywords: Space Marines, Dark Angels

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Chaplain Mordekai: Leader This model can be attached to the following unit: INTERCESSOR SQUAD

    This model can be attached to the following unit: INTERCESSOR SQUAD

  • Redemptor Dreadnought: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Redemptor Dreadnought: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Archeotech Reliquary At the start of the first battle round, your opponent must select one objective marker. At the end of the battle, you...

    At the start of the first battle round, your opponent must select one objective marker.

    At the end of the battle, you score 10VP if you control that objective marker.

    Secondary objective, either/or choice
Unit Abilities
  • Chaplain Mordekai: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Inceptor Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Chaplain Mordekai: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Resolute in Duty - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: Your Command phase.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Patrol Stratagems
  • Teachings of the Lion - 1CP Until the end of the turn, your unit is eligible to either shoot or declare a charge (but not both) in a tu...

    WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back.
    TARGET: That ADEPTUS ASTARTES INFANTRY unit.
    EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge (but not both) in a turn in which it Fell Back.

Enhancements
  • Enhancement: Zealous Wrath You can re-roll Advance and Charge rolls made for the bearer’s unit.

    You can re-roll Advance and Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Unit Abilities
  • Inceptor Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Anti-fly 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Sustained Hits 2 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Fortitude of the First - 1CP Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover again...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is within range of an objective marker you control.
    EFFECT: Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Enhancements
  • Enhancement: Stoic Exemplar Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement...

    Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement Range of the bearer’s unit this turn, subtract 1 from the Wound roll.

    Enhancement, either/or choice
  • Enhancement: Zealous Wrath You can re-roll Advance and Charge rolls made for the bearer’s unit.

    You can re-roll Advance and Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Enhancements
  • Enhancement: Stoic Exemplar Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement...

    Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement Range of the bearer’s unit this turn, subtract 1 from the Wound roll.

    Enhancement, either/or choice
Unit Abilities
  • Chaplain Mordekai: Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add...

    While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Chaplain Mordekai: Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add...

    While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Endless Hunt From the second battle round onwards, at the end of your turn, you score 3VP if an INTERCESSOR SQUAD unit from your a...

    From the second battle round onwards, at the end of your turn, you score 3VP if an INTERCESSOR SQUAD unit from your army that is not Battle-shocked is within range of an objective marker you control and which is not within your deployment zone. If that objective marker is within your opponent’s deployment zone, you score 5VP instead.

    Secondary objective, either/or choice
  • Secondary: Archeotech Reliquary At the start of the first battle round, your opponent must select one objective marker. At the end of the battle, you...

    At the start of the first battle round, your opponent must select one objective marker.

    At the end of the battle, you score 10VP if you control that objective marker.

    Secondary objective, either/or choice

Enhancement

Stoic Exemplar

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a melee attack targets the bearer’s unit, if one or more enemy units ended a Charge move within Engagement Range of the bearer’s unit this turn, subtract 1 from the Wound roll.

Enhancement

Zealous Wrath

Choose one enhancement for this Combat Patrol.

Either/or choice

You can re-roll Advance and Charge rolls made for the bearer’s unit.

Secondary Objective

Endless Hunt

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 3VP if an INTERCESSOR SQUAD unit from your army that is not Battle-shocked is within range of an objective marker you control and which is not within your deployment zone. If that objective marker is within your opponent’s deployment zone, you score 5VP instead.

Secondary Objective

Archeotech Reliquary

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, your opponent must select one objective marker.

At the end of the battle, you score 10VP if you control that objective marker.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Resolute in Duty1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: Your Command phase. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army. EFFECT: Until the start of your next Command phase, add 1 to t...
Teachings of the Lion1CPstrategicPloyMovementWHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back.
TARGET: That ADEPTUS ASTARTES INFANTRY unit.
EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge (but not both) in a turn in which it Fell Back.
WHEN: Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back. TARGET: That ADEPTUS ASTARTES INFANTRY unit. EFF...
Fortitude of the First1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is within range of an objective marker you control.
EFFECT: Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES INFANTRY unit from your army...
AbilityProfile TypeDefinitionUsed By
Anti-fly 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Redemptor Dreadnought / Redemptor Dreadnought / Icarus rocket pod
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Inceptor Squad / Inceptor / Assault bolters; Intercessor Squad / Intercessor / Bolt rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Redemptor Dreadnought / Redemptor Dreadnought / Macro plasma incinerator; Redemptor Dreadnought / Redemptor Dreadnought / Twin fragstorm grenade launcherRedemptor Dreadnought / Redemptor Dreadnought / Macro plasma incinerator; Redemptor Dreadnought / Redemptor Dreadnought / Twin fragstorm grenade la...
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Redemptor Dreadnought / Redemptor Dreadnought / Onslaught gatling cannon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Redemptor Dreadnought / Redemptor Dreadnought / Macro plasma incinerator
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Chaplain Mordekai / Chaplain Mordekai / Absolvor bolt pistol; Inceptor Squad / Inceptor / Assault bolters; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistolChaplain Mordekai / Chaplain Mordekai / Absolvor bolt pistol; Inceptor Squad / Inceptor / Assault bolters; Intercessor Squad / Intercessor / Bolt p...
Sustained Hits 2RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Inceptor Squad / Inceptor / Assault bolters
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Inceptor Squad / Inceptor / Assault bolters; Redemptor Dreadnought / Redemptor Dreadnought / Twin fragstorm grenade launcher
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Dark Angels

The Vengeful Brethren

Master Zacharial (1 model)Intercessor Squad (10 models)Hellblaster Squad (5 models)Bladeguard Veteran Squad (3 Models)

Common names:Vengeful BrethrenCombat Patrol: Dark Angels (New)Captain in Gravis ArmourDark Angels UpgradesSons of the LionCombat Patrol: Dark AngelsSpace MarinesMarinesThe UnforgivenFirst LegionMaster ZacharialIntercessor Squad

4 units 2 enhancements 3 stratagems 2 secondaries

Master Zacharial

MASTER ZACHARIAL (1 MODEL)

■ This model is equipped with: boltstorm gauntlet; power fist; relic chainsword.

Combat Patrol datasheet40mmInvulnerable 4+
Master Zacharial
M5"
T6
Sv3+
InSV4+
W6
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Boltstorm gauntlet12"32+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22-
1Relic chainsword32+4-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Boltstorm gauntlet12"32+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22-
1Relic chainsword32+4-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Refuse to YieldUnit

Each time an attack is allocated to this model, halve the Damage characteristic of that attack.

Keywords: Infantry, Character, Imperium, Gravis, Captain, Master Zacharial
Faction Keywords: Space Marines, Dark Angels

Intercessor Squad

INTERCESSOR SQUAD (10 MODELS)

■ Every model is equipped with: bolt pistol; bolt rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Patrol SquadsUnit

At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Dark Angels

Hellblaster Squad

HELLBLASTER SQUAD (5 MODELS)

■ Every model is equipped with: bolt pistol; plasma incinerator; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Hellblaster
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma incinerator - standard24"23+7-21Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Plasma incinerator - supercharge24"23+8-32Assault, Hazardous, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma incinerator - standard24"23+7-21Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Plasma incinerator - supercharge24"23+8-32Assault, Hazardous, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Imperium, Tacticus, Hellblaster Squad
Faction Keywords: Space Marines, Dark Angels

Bladeguard Veteran Squad

BLADEGUARD VETERAN SQUAD (3 MODELS)

■ Every model is equipped with: heavy bolt pistol; master-crafted power weapon.

Combat Patrol version — modified keywords, stats, unit size40mmInvulnerable 4+
Bladeguard Veteran
M6"
T4
Sv3+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon43+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy bolt pistol18"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon43+5-22-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

BladeguardUnit

At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase: ■ Swords...

Keywords: Infantry, Imperium, Tacticus, Bladeguard Veteran Squad
Faction Keywords: Space Marines, Dark Angels

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Master Zacharial: Refuse to Yield Each time an attack is allocated to this model, halve the Damage characteristic of that attack.

    Each time an attack is allocated to this model, halve the Damage characteristic of that attack.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Intercessor Squad: Patrol Squads At the start of the Declare Battle Formations step this unit can be split into two units, ea...

    At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Wages of Retribution Each time an ADEPTUS ASTARTES model from your army destroys your Oath of Moment target, if the bearer is on the battl...

    Each time an ADEPTUS ASTARTES model from your army destroys your Oath of Moment target, if the bearer is on the battlefield, roll one D6: on a 4+, you gain 1CP.

    Enhancement, either/or choice
Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Relic Munitions - 1CP Until the end of the phase, ranged weapons equipped by models in your unit (excluding plasma incinerators)...

    WHEN: Your Shooting phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding plasma incinerators) have the [LETHAL HITS] ability.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Unyielding - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that model has the BLADEGUARD VETERAN SQUAD keyword: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.

  • March of Vengeance - 1CP Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6"...

    WHEN: Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3".

Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Unyielding - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that model has the BLADEGUARD VETERAN SQUAD keyword: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.

  • March of Vengeance - 1CP Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6"...

    WHEN: Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3".

Unit Abilities
  • Bladeguard Veteran Squad: Bladeguard At the start of the Fight phase, you can select one of the following abilities to apply to m...

    At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

    ■ Swords of the Chapter: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
    ■ Shields of the Chapter: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Determined Combatant While the bearer is within range of an objective marker, weapons equipped by the bearer have the [SUSTAINED HITS 1] a...

    While the bearer is within range of an objective marker, weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Hunters of Heretics ■ Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP. ■ At the end of...

    ■ Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP.
    ■ At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP

    Secondary objective, either/or choice
  • Secondary: Take the Stronghold Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not...

    Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not in their deployment zone.

    At the end of your turn, you score 5VP if you control that selected objective marker.

    Secondary objective, either/or choice

Enhancement

Determined Combatant

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is within range of an objective marker, weapons equipped by the bearer have the [SUSTAINED HITS 1] ability.

Enhancement

Wages of Retribution

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time an ADEPTUS ASTARTES model from your army destroys your Oath of Moment target, if the bearer is on the battlefield, roll one D6: on a 4+, you gain 1CP.

Secondary Objective

Hunters of Heretics

Choose one secondary objective for this Combat Patrol.

Either/or choice

■ Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP.
■ At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP

Secondary Objective

Take the Stronghold

Choose one secondary objective for this Combat Patrol.

Either/or choice

Before the battle, at the start of the Deploy Armies step, your opponent must select one objective marker that is not in their deployment zone.

At the end of your turn, you score 5VP if you control that selected objective marker.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Unyielding1CPepicDeedFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that model has the BLADEGUARD VETERAN SQUAD keyword: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the tar...
March of Vengeance1CPstrategicPloyFightWHEN: Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army.
EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3".
WHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army. EFFECT: Until the end of the phase, each time a model in your unit makes a Con...
Relic Munitions1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit (excluding plasma incinerators) have the [LETHAL HITS] ability.
WHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Hellblaster Squad / Hellblaster / Plasma incinerator; Intercessor Squad / Intercessor / Bolt rifle
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Master Zacharial / Master Zacharial / Relic chainsword
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Hellblaster Squad / Hellblaster / Plasma incinerator
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Hellblaster Squad / Hellblaster / Plasma incinerator; Intercessor Squad / Intercessor / Bolt rifle
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Bladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Hellblaster Squad / Hellblaster / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Master Zacharial / Master Zacharial / Boltstorm gauntletBladeguard Veteran Squad / Bladeguard Veteran / Heavy bolt pistol; Hellblaster Squad / Hellblaster / Bolt pistol; Intercessor Squad / Intercessor /...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Death Guard

Gloeming Blades

Phlegmus Gloem (1 model)Plague Drones (3 models)Plague Marines (5 models)Plaguebearers (10 models)Optional Enhancement: Festerflute - Nurglings (3 models)

Common names:The Gloeming BladesWhite Dwarf 512 Combat PatrolPlague SurgeonNurglingsChaosNurglePlague MarinesHeretic AstartesChaos Space MarinesSons of MortarionPhlegmus GloemPlague Drones

5 units 2 enhancements 3 stratagems 2 secondaries

Phlegmus Gloem

■ 1 Phlegmus Gloem (1 model)

This model is equipped with: bolt pistol; balesword.

Combat Patrol datasheet40mm
Phlegmus Gloem
M5"
T6
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Lethal Hits, Pistol
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Balesword43+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Lethal Hits, Pistol
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Balesword43+5-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Entropic Afflictions [Aura]Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).
While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below). Whil...See Army Rule: Entropic Afflictions

Inflamed InfectionsUnit

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 this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half‑strength, an unmodified Hit roll of 4+ scores a Critical Hit instead.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 this model make...

LeaderUnit

This model can be attached to the following unit: PLAGUE MARINES

Keywords: Infantry, Character, Chaos, Nurgle, Plague Surgeon, Phlegmus Gloem
Faction Keywords: Death Guard

Plague Marines

Plague Marines (5 models)

■ 1 Plague Champion is equipped with: plasma pistol; power fist.
■ 1 Plague Marine is equipped with: blight launcher; plague knives.
■ 1 Plague Marine is equipped with: plague spewer; plague knives.
■ 2 models are equipped with: boltgun; plague knives.

Combat Patrol version — modified abilities, keywords, unit size32mm
Plague Champion
M5"
T6
Sv3+
InSV-
W2
Ld6+
OC2
Plague Marine
M5"
T6
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Plague Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Plague Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
2Boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"D33+6-12Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

Plague Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Plague Marine - Default Wargear
#WeaponAWSSAPDAbilities
4Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"D33+6-12Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist33+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

4Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Entropic Afflictions [Aura]Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).
While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below). Whil...See Army Rule: Entropic Afflictions

Keywords: Infantry, Battleline, Chaos, Nurgle, Plague Marines
Faction Keywords: Death Guard

Plaguebearers

■ Plaguebearers (10 models)

Every model is equipped with: plaguesword.

Combat Patrol version — modified abilities, keywords, stats, unit size32mmInvulnerable 5+
Plaguebearer
M5"
T5
Sv7+
InSV5+
W2
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
10Plaguesword23+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
10Plaguesword23+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Entropic Afflictions [Aura]Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).
While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below). Whil...See Army Rule: Entropic Afflictions

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Chaos, Nurgle, Daemon, Summoned, Plaguebearers
Faction Keywords: Plague Legions

Plague Drones

■ Plague Drones (3 models)

Every model is equipped with: death’s heads; foul mouthparts; plaguesword.

Combat Patrol version — modified abilities, stats, unit sizeLarge Flying BaseInvulnerable 5+
Plague Drone
M10"
T8
Sv6+
InSV5+
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Death’s heads12"D34+401Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Foul mouthparts24+5-12Extra Attacks, Lethal Hits
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

3Plaguesword23+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Death’s heads12"D34+401Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Foul mouthparts24+5-12Extra Attacks, Lethal Hits
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

3Plaguesword23+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Entropic Afflictions [Aura]Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).
While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below). Whil...See Army Rule: Entropic Afflictions

Death’s HeadsUnit

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly PLAGUE LEGIONS unit makes an attack that targets that unit, you can re‑roll the Wound roll.In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a...

Keywords: Mounted, Fly, Chaos, Nurgle, Daemon, Summoned, Plague Drones
Faction Keywords: Plague Legions

Nurglings

■ Nurglings (3 models)

Every model is equipped with: diseased claws and teeth.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 5+
Nurgling Swarm
M5"
T3
Sv7+
InSV5+
W4
Ld8+
OC0

Melee Weapons

#WeaponAWSSAPDAbilities
3Diseased claws and teeth45+201Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Diseased claws and teeth45+201Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Entropic Afflictions [Aura]Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).
While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below). Whil...See Army Rule: Entropic Afflictions

Mischief MakersUnit

Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll.Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the en...

Keywords: Swarm, Chaos, Nurgle, Daemon, Summoned, Nurglings
Faction Keywords: Plague Legions

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Phlegmus Gloem: Leader This model can be attached to the following unit: PLAGUE MARINES

    This model can be attached to the following unit: PLAGUE MARINES

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Phlegmus Gloem: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Plaguebearers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Plaguebearers: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

  • Plague Drones: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Nurglings: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Nurglings: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Opponent’s Turn
Unit Abilities
  • Phlegmus Gloem: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Enhancements
  • Enhancement: Festerflute Once per battle, in the Reinforcements step of your Movement phase, if the bearer is on the battlefield, you can add...

    Once per battle, in the Reinforcements step of your Movement phase, if the bearer is on the battlefield, you can add one NURGLINGS unit containing 3 models to your army in Reserves. If you do, until the end of the battle, when setting that unit up on the battlefield using the Deep Strike ability, it must also be set up wholly within your army’s Contagion Range.

    Enhancement, either/or choice
Unit Abilities
  • Plaguebearers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Plague Drones: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Nurglings: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Cloying Contagion - 1CP When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doin...

    WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.
    TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that is within Engagement Range of that enemy unit
    EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.

Shooting

Your Turn
Patrol Stratagems
  • Feverglow - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target is a MONSTER or VEHICLE unit, you can re-roll the Hit roll instead.

Unit Abilities
  • Plague Drones: Death’s Heads In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more o...

    In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly PLAGUE LEGIONS unit makes an attack that targets that unit, you can re‑roll the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Feverglow - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target is a MONSTER or VEHICLE unit, you can re-roll the Hit roll instead.

  • Strength from Dread - 1CP Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons eq...

    WHEN: Fight phase.
    TARGET: One PLAGUEBEARERS or PLAGUE DRONES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.

Enhancements
  • Enhancement: Gnarwslop Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

    Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

    Enhancement, either/or choice
Unit Abilities
  • Phlegmus Gloem: Inflamed Infections At the start of the Fight phase, select one enemy unit within Engagement Range of this model...

    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 this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half‑strength, an unmodified Hit roll of 4+ scores a Critical Hit instead.

  • Nurglings: Mischief Makers Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more uni...

    Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Feverglow - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target is a MONSTER or VEHICLE unit, you can re-roll the Hit roll instead.

  • Strength from Dread - 1CP Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons eq...

    WHEN: Fight phase.
    TARGET: One PLAGUEBEARERS or PLAGUE DRONES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.

Unit Abilities
  • Nurglings: Mischief Makers Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more uni...

    Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Wellsprings of Foulness From the second battle round onwards, at the end of your opponent’s turn, you score 1VP for each objective marker wit...

    From the second battle round onwards, at the end of your opponent’s turn, you score 1VP for each objective marker within your army’s Contagion Range (to a maximum of 3VP per turn).

    Secondary objective, either/or choice
  • Secondary: Legacy of Lamentation At the end of your turn, you score 2VP if two or more units from your army (excluding Battle-shocked units) are each...

    At the end of your turn, you score 2VP if two or more units from your army (excluding Battle-shocked units) are each within a different one of the following areas: your deployment zone; No Man’s Land; your opponent’s deployment zone. If one of those units is within your opponent’s deployment zone, you score 3VP instead.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Army Rules
  • Entropic Afflictions While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it...

    While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

    While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).

Unit Abilities
  • Phlegmus Gloem: Inflamed Infections At the start of the Fight phase, select one enemy unit within Engagement Range of this model...

    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 this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half‑strength, an unmodified Hit roll of 4+ scores a Critical Hit instead.

Enhancement

Gnarwslop

Choose one enhancement for this Combat Patrol.

Either/or choice

Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

Enhancement

Festerflute

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle, in the Reinforcements step of your Movement phase, if the bearer is on the battlefield, you can add one NURGLINGS unit containing 3 models to your army in Reserves. If you do, until the end of the battle, when setting that unit up on the battlefield using the Deep Strike ability, it must also be set up wholly within your army’s Contagion Range.

Secondary Objective

Wellsprings of Foulness

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your opponent’s turn, you score 1VP for each objective marker within your army’s Contagion Range (to a maximum of 3VP per turn).

Secondary Objective

Legacy of Lamentation

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 2VP if two or more units from your army (excluding Battle-shocked units) are each within a different one of the following areas: your deployment zone; No Man’s Land; your opponent’s deployment zone. If one of those units is within your opponent’s deployment zone, you score 3VP instead.

You cannot score more than 12VP from this secondary objective.

Entropic Afflictions

While an enemy unit is within Contagion Range of one or more DEATH GUARD or PLAGUE LEGIONS models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, worsen the Move, Leadership, and Objective Control characteristics of models in that unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).

Contagion Range

Contagion Range changes over the course of the battle:

NameCPCategoryPhasesRules
Feverglow1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target is a MONSTER or VEHICLE unit, you can re-roll the Hit roll instead.
WHEN: Your Shooting phase or the Fight phase. TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that has not been selected to shoot or...
Strength from Dread1CPbattleTacticFightWHEN: Fight phase.
TARGET: One PLAGUEBEARERS or PLAGUE DRONES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
WHEN: Fight phase. TARGET: One PLAGUEBEARERS or PLAGUE DRONES unit from your army that has not been selected to fight this phase. EFFECT: Until the...
Cloying Contagion1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.
TARGET: One DEATH GUARD or PLAGUE LEGIONS unit from your army that is within Engagement Range of that enemy unit
EFFECT: When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. TARGET: One DEATH GUARD...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Plague Marines / Plague Marine / Plague spewer
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Plague Drones / Plague Drone / Death’s heads; Plague Marines / Plague Marine / Blight launcher
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Plague Drones / Plague Drone / Foul mouthparts
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Plague Marines / Plague Champion / Plasma pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Plague Marines / Plague Marine / Plague spewer
Lethal HitsMelee, RangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Nurglings / Nurgling Swarm / Diseased claws and teeth; Phlegmus Gloem / Phlegmus Gloem / Balesword; Phlegmus Gloem / Phlegmus Gloem / Bolt pistol; Plague Drones / Plague Drone / Death’s heads; Plague Drones / Plague Drone / Foul mouthparts; Plague Drones / Plague Drone / Plaguesword; Plague Marines / Plague Champion / Power fist; Plague Marines / Plague Marine / Blight launcher; Plague Marines / Plague Marine / Boltgun; Plague Marines / Plague Marine / Plague knives; Plaguebearers / Plaguebearer / PlagueswordNurglings / Nurgling Swarm / Diseased claws and teeth; Phlegmus Gloem / Phlegmus Gloem / Balesword; Phlegmus Gloem / Phlegmus Gloem / Bolt pistol;...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Phlegmus Gloem / Phlegmus Gloem / Bolt pistol; Plague Marines / Plague Champion / Plasma pistol
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Plague Marines / Plague Marine / Plague spewer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Death Guard

Maggot Lords

Sholgor the Putrid (1 model)Septimol Fulg (1 model)Plague Marines (7 models)Deathshroud Terminators (3 models)Chaos Rhino (1 model)

Common names:Combat Patrol: Death Guard 2025Lord of VirulenceTallymanChaosNurglePlague MarinesHeretic AstartesChaos Space MarinesSons of MortarionSholgor the PutridSeptimol FulgDeathshroud Terminators

5 units 2 enhancements 3 stratagems 2 secondaries

Sholgor the Putrid

Sholgor the Putrid (1 model)

■ This model is equipped with: twin plague spewer; power fist.

Combat Patrol datasheet50mmInvulnerable 4+
Sholgor the Putrid
M5"
T7
Sv2+
InSV4+
W6
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent, Twin-linked
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent, Twin-linked
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist52+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Nurgle’s Gift (Aura)Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.
While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below). While an enemy unit is...See Army Rule: Nurgle’s Gift (Aura)

Blight BombardmentUnit

At the start of your Shooting phase, select one enemy unit within 30" of and visible to this model. Until the end of the phase, each time a friendly DEATH GUARD model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead).At the start of your Shooting phase, select one enemy unit within 30" of and visible to this model. Until the end of the phase, each time a friendl...

Keywords: Infantry, Character, Chaos, Nurgle, Terminator, Lord of Virulence, Sholgor the Putrid
Faction Keywords: Death Guard

Septimol Fulg

Septimol Fulg (1 model)

■ This model is equipped with: plasma pistol; close combat weapon.

Combat Patrol datasheet40mm
Septimol Fulg
M5"
T6
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+401-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Nurgle’s Gift (Aura)Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.
While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below). While an enemy unit is...See Army Rule: Nurgle’s Gift (Aura)

Malicious CalculationsUnit

While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll.While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic...

LeaderUnit

This model can be attached to the following unit: PLAGUE MARINES

Keywords: Infantry, Character, Chaos, Nurgle, Tallyman, Septimol Fulg
Faction Keywords: Death Guard

Deathshroud Terminators

Deathshroud Terminators (3 models)

■ The Deathshroud Champion model is equipped with: 2 plaguespurt gauntlets; manreaper.
■ Every Deathshroud Terminator model is equipped with: plaguespurt gauntlet; manreaper.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Deathshroud Champion
M5"
T7
Sv2+
InSV4+
W4
Ld6+
OC1
Deathshroud Terminator
M5"
T7
Sv2+
InSV4+
W4
Ld6+
OC1

Ranged Weapons

Deathshroud Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plaguespurt gauntlet12"D6-301Anti-infantry 4+, Ignores Cover, Pistol, Torrent
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Deathshroud Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
2Plaguespurt gauntlet12"D6-301Anti-infantry 4+, Ignores Cover, Pistol, Torrent
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Deathshroud Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Manreaper83+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Deathshroud Terminator - Default Wargear
#WeaponAWSSAPDAbilities
2Manreaper83+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Plaguespurt gauntlet12"D6-301Anti-infantry 4+, Ignores Cover, Pistol, Torrent
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Manreaper83+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Nurgle’s Gift (Aura)Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.
While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below). While an enemy unit is...See Army Rule: Nurgle’s Gift (Aura)

Keywords: Infantry, Chaos, Nurgle, Terminator, Deathshroud Terminators
Faction Keywords: Death Guard

Plague Marines

Plague Marines (7 models)

■ 1 Plague Champion is equipped with: plasma pistol; power fist.
■ 1 Plague Marine is equipped with: blight launcher; plague knives.
■ 1 Plague Marine is equipped with: plague spewer; plague knives.
■ 4 Plague Marines are equipped with: boltgun; plague knives.

Combat Patrol version — modified abilities, keywords, unit size32mm
Plague Champion
M5"
T6
Sv3+
InSV-
W2
Ld6+
OC2
Plague Marine
M5"
T6
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Plague Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Plague Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
4Boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"D33+6-12Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

Plague Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Plague Marine - Default Wargear
#WeaponAWSSAPDAbilities
6Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"D33+6-12Blast, Lethal Hits
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist33+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

6Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Nurgle’s Gift (Aura)Faction

While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.
While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below). While an enemy unit is...See Army Rule: Nurgle’s Gift (Aura)

Keywords: Infantry, Chaos, Nurgle, Plague Marines
Faction Keywords: Death Guard

Chaos Rhino

■ 1 Chaos Rhino

This model is equipped with: havoc launcher; armoured tracks.

Combat Patrol version — modified abilities, stats, unit sizeHull
Death Guard Rhino
M12"
T9
Sv3+
InSV-
W10
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Havoc launcher48"D63+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Havoc launcher48"D63+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Abilities

TransportUnit

This model has a transport capacity of 12 DEATH GUARD INFANTRY models. It cannot transport TERMINATOR models.

Keywords: Vehicle, Smoke, Chaos, Nurgle, Transport, Dedicated Transport, Rhino
Faction Keywords: Death Guard

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Vision of Vileness (Aura) While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1.

    While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1.

    Enhancement, either/or choice
Army Rules
  • Nurgle’s Gift (Aura) While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see...

    While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

    While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.

    Contagion Range

    Contagion Range changes over the course of the battle:

Unit Abilities
  • Septimol Fulg: Leader This model can be attached to the following unit: PLAGUE MARINES

    This model can be attached to the following unit: PLAGUE MARINES

  • Chaos Rhino: Transport This model has a transport capacity of 12 DEATH GUARD INFANTRY models. It cannot transport T...

    This model has a transport capacity of 12 DEATH GUARD INFANTRY models. It cannot transport TERMINATOR models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Sholgor the Putrid: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Septimol Fulg: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Septimol Fulg: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Inevitable Decay - 1CP Until the start of your next Command phase, add 3" to the range of your unit’s Aura abilities.

    WHEN: Your Command phase.
    TARGET: One DEATH GUARD unit from your army.
    EFFECT: Until the start of your next Command phase, add 3" to the range of your unit’s Aura abilities.

Enhancements
  • Enhancement: Bountiful Regeneration At the start of your Command phase, the bearer regains up to 1 lost wound.

    At the start of your Command phase, the bearer regains up to 1 lost wound.

    Enhancement, either/or choice

Movement

Your Turn
Unit Abilities
  • Sholgor the Putrid: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Vomitous Salvoes - 1CP Until the end of the phase, Lethal Hits weapons equipped by models in your unit have the [RAPID FIRE 1] abi...

    WHEN: Your Shooting phase.
    TARGET: One PLAGUE MARINES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, Lethal Hits weapons equipped by models in your unit have the [RAPID FIRE 1] ability.

Unit Abilities
  • Sholgor the Putrid: Blight Bombardment At the start of your Shooting phase, select one enemy unit within 30" of and visible to this...

    At the start of your Shooting phase, select one enemy unit within 30" of and visible to this model. Until the end of the phase, each time a friendly DEATH GUARD model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead).

  • Septimol Fulg: Malicious Calculations While this model is leading a unit, each time a model in that unit makes an attack, you can...

    While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Sickening Horror - 1CP Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One DEATH GUARD unit from your army.
    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

Unit Abilities
  • Septimol Fulg: Malicious Calculations While this model is leading a unit, each time a model in that unit makes an attack, you can...

    While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Sickening Horror - 1CP Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One DEATH GUARD unit from your army.
    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Hand of Mortarion At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of t...

    At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of the battlefield.

    Secondary objective, either/or choice
  • Secondary: Overwhelming Contagions At the end of the battle, you score 12VP if you control both the objective marker closest to your battlefield edge an...

    At the end of the battle, you score 12VP if you control both the objective marker closest to your battlefield edge and the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice

Enhancement

Bountiful Regeneration

Choose one enhancement for this Combat Patrol.

Either/or choice

At the start of your Command phase, the bearer regains up to 1 lost wound.

Enhancement

Vision of Vileness (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1.

Secondary Objective

Hand of Mortarion

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of the battlefield.

Secondary Objective

Overwhelming Contagions

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 12VP if you control both the objective marker closest to your battlefield edge and the objective marker closest to your opponent’s battlefield edge.

Nurgle’s Gift (Aura)

While an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

While an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit.

Contagion Range

Contagion Range changes over the course of the battle:

NameCPCategoryPhasesRules
Sickening Horror1CPstrategicPloyFightWHEN: Start of the Fight phase.
TARGET: One DEATH GUARD unit from your army.
EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.
WHEN: Start of the Fight phase. TARGET: One DEATH GUARD unit from your army. EFFECT: Select one enemy unit within Engagement Range of your unit. Th...
Inevitable Decay1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One DEATH GUARD unit from your army.
EFFECT: Until the start of your next Command phase, add 3" to the range of your unit’s Aura abilities.
WHEN: Your Command phase. TARGET: One DEATH GUARD unit from your army. EFFECT: Until the start of your next Command phase, add 3" to the range of y...
Vomitous Salvoes1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One PLAGUE MARINES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, Lethal Hits weapons equipped by models in your unit have the [RAPID FIRE 1] ability.
WHEN: Your Shooting phase. TARGET: One PLAGUE MARINES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Plague Marines / Plague Marine / Plague spewer; Sholgor the Putrid / Sholgor the Putrid / Twin plague spewer
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Deathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Chaos Rhino / Death Guard Rhino / Havoc launcher; Plague Marines / Plague Marine / Blight launcher
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Plague Marines / Plague Champion / Plasma pistol; Septimol Fulg / Septimol Fulg / Plasma pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Deathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Plague Marines / Plague Marine / Plague spewer; Sholgor the Putrid / Sholgor the Putrid / Twin plague spewerDeathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Pla...
Lethal HitsMelee, RangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Deathshroud Terminators / Deathshroud Champion / Manreaper; Deathshroud Terminators / Deathshroud Terminator / Manreaper; Plague Marines / Plague Champion / Power fist; Plague Marines / Plague Marine / Blight launcher; Plague Marines / Plague Marine / Boltgun; Plague Marines / Plague Marine / Plague knives; Sholgor the Putrid / Sholgor the Putrid / Power fistDeathshroud Terminators / Deathshroud Champion / Manreaper; Deathshroud Terminators / Deathshroud Terminator / Manreaper; Plague Marines / Plague C...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Deathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Plague Marines / Plague Champion / Plasma pistol; Septimol Fulg / Septimol Fulg / Plasma pistolDeathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Pla...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Deathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Plague Marines / Plague Marine / Plague spewer; Sholgor the Putrid / Sholgor the Putrid / Twin plague spewerDeathshroud Terminators / Deathshroud Champion / Plaguespurt gauntlet; Deathshroud Terminators / Deathshroud Terminator / Plaguespurt gauntlet; Pla...
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Sholgor the Putrid / Sholgor the Putrid / Twin plague spewer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Death Guard

The Shambling Horde

Typhus (1 model)Folgoth Grelch (1 model)Plague Marines (7 models)Poxwalkers (10 models)Poxwalkers (10 models)Poxwalkers (10 models)

Common names:Combat Patrol: Death GuardTyphus the TravellerNurgle's HeraldBiologus PutrifierWalking PoxContagionChaosNurglePlague MarinesHeretic AstartesChaos Space MarinesSons of Mortarion

4 units 2 enhancements 3 stratagems 2 secondaries

Typhus

Typhus (1 model)

■ This model is equipped with: master-crafted manreaper.

Combat Patrol version — modified abilities, stats, unit size50mmInvulnerable 4+
Typhus
M5"
T6
Sv2+
InSV4+
W6
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted manreaper - strike52+9-23Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Master-crafted manreaper - sweep102+6-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted manreaper - strike52+9-23Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Master-crafted manreaper - sweep102+6-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Nurgle’s Gift [Aura]Faction

While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Ra...

The Destroyer HiveUnit

While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.

LeaderUnit

This model can be attached to the following unit: POXWALKERS

Keywords: Infantry, Character, Epic Hero, Chaos, Nurgle, Psyker, Terminator, Typhus
Faction Keywords: Death Guard

Folgoth Grelch

Folgoth Grelch (1 model)

■ This model is equipped with: hyper blight grenades; injector pistol; plague knives.

Combat Patrol datasheet40mm
Folgoth Grelch
M5"
T5
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Hyper blight grenades12"D63+5-12Assault, Blast, Lethal Hits
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Injector pistol3"13+4-13Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Plague knives43+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Hyper blight grenades12"D63+5-12Assault, Blast, Lethal Hits
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Injector pistol3"13+4-13Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Plague knives43+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Nurgle’s Gift [Aura]Faction

While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Ra...

Foul InfusionUnit

While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that...

LeaderUnit

This model can be attached to the following unit: PLAGUE MARINES

Keywords: Infantry, Character, Chaos, Nurgle, Biologus Putrifier, Folgoth Grelch
Faction Keywords: Death Guard

Plague Marines

Plague Marines (7 models)

■ 1 Plague Champion is equipped with: plague boltgun; heavy plague weapon.
■ 1 Plague Marine is equipped with: plague spewer; plague knives.
■ 1 Plague Marine is equipped with: blight launcher; plague knives.
■ 4 Plague Marines are equipped with: plague boltgun; plague knives.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Plague Champion
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC2
Plague Marine
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Plague Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plague boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Plague Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
4Plague boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"23+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

Plague Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Heavy plague weapon34+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Plague Marine - Default Wargear
#WeaponAWSSAPDAbilities
6Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Plague boltgun24"23+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

1Plague spewer12"D6-5-11Anti-infantry 2+, Ignores Cover, Torrent
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Blight launcher24"23+6-12Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Heavy plague weapon34+8-22Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

6Plague knives33+401Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Nurgle’s Gift [Aura]Faction

While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Ra...

RemorselessUnit

While this unit is within range of an objective marker you control, each time you take a Battle-shock test for this unit, add 1 to that test.

Keywords: Infantry, Chaos, Nurgle, Battleline, Plague Marines
Faction Keywords: Death Guard

Poxwalkers

Poxwalkers (10 models)

■ Every model is equipped with: improvised weapon.

Combat Patrol version — modified abilities, stats, unit size25mm
Poxwalker
M4"
T4
Sv7+
InSV-
W1
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
10Improvised weapon25+301Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
10Improvised weapon25+301Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Nurgle’s Gift [Aura]Faction

While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Ra...

Curse of the Walking PoxUnit

Each time a model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), you can return one destroyed POXWALKERS model to this unit.Each time a model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), you can return one destroyed PO...

Keywords: Infantry, Chaos, Nurgle, Poxwalkers
Faction Keywords: Death Guard

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Miasmic Arrival Models in the bearer’s unit have the Deep Strike ability.

    Models in the bearer’s unit have the Deep Strike ability.

    Enhancement, either/or choice
Army Rules
  • Nurgle’s Gift (Aura) While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in...

    While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.

Unit Abilities
  • Typhus: Leader This model can be attached to the following unit: POXWALKERS

    This model can be attached to the following unit: POXWALKERS

  • Folgoth Grelch: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Folgoth Grelch: Leader This model can be attached to the following unit: PLAGUE MARINES

    This model can be attached to the following unit: PLAGUE MARINES

  • Poxwalkers: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Poxwalkers: Curse of the Walking Pox Each time a model in this unit makes an attack that destroys an enemy model (excluding MONST...

    Each time a model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), you can return one destroyed POXWALKERS model to this unit.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Folgoth Grelch: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Poxwalkers: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Poxwalkers: Curse of the Walking Pox Each time a model in this unit makes an attack that destroys an enemy model (excluding MONST...

    Each time a model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), you can return one destroyed POXWALKERS model to this unit.

Before Battle

Your Turn
Unit Abilities
  • Typhus: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Typhus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Folgoth Grelch: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Typhus: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Folgoth Grelch: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Walking Plague In your Command phase, select one friendly POXWALKER unit within Contagion Range of the bearer. Return up to D6 destr...

    In your Command phase, select one friendly POXWALKER unit within Contagion Range of the bearer. Return up to D6 destroyed POXWALKER models to that unit.

    Enhancement, either/or choice
Unit Abilities
  • Plague Marines: Remorseless While this unit is within range of an objective marker you control, each time you take a Bat...

    While this unit is within range of an objective marker you control, each time you take a Battle-shock test for this unit, add 1 to that test.

Movement

Your Turn
Unit Abilities
  • Typhus: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Corrosive Effluents - 1CP Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Disgustingly Resilient - 1CP Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the D...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Corrosive Effluents - 1CP Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

  • Harbingers of Despair - 1CP Each enemy unit within Engagement Range of your unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One DEATH GUARD unit from your army.
    EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test.

Unit Abilities
  • Typhus: The Destroyer Hive While this model is leading a unit, each time a melee attack targets that unit, subtract 1 f...

    While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Corrosive Effluents - 1CP Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

  • Harbingers of Despair - 1CP Each enemy unit within Engagement Range of your unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One DEATH GUARD unit from your army.
    EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test.

Unit Abilities
  • Typhus: The Destroyer Hive While this model is leading a unit, each time a melee attack targets that unit, subtract 1 f...

    While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Contaminate Ground From the second battle round onwards, at the end of your turn, you score 3VP if one or more DEATH GUARD units from yo...

    From the second battle round onwards, at the end of your turn, you score 3VP if one or more DEATH GUARD units from your army (excluding Battle-shocked units) are within 3" of the centre of the battlefield.

    Secondary objective, either/or choice
  • Secondary: Spread the Blight You score 2VP each time a DEATH GUARD model from your army destroys an enemy unit that started the phase within Conta...

    You score 2VP each time a DEATH GUARD model from your army destroys an enemy unit that started the phase within Contagion Range of one or more units from your army.

    Secondary objective, either/or choice
Unit Abilities
  • Folgoth Grelch: Foul Infusion While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL...

    While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.

  • Plague Marines: Remorseless While this unit is within range of an objective marker you control, each time you take a Bat...

    While this unit is within range of an objective marker you control, each time you take a Battle-shock test for this unit, add 1 to that test.

Enhancement

Walking Plague

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, select one friendly POXWALKER unit within Contagion Range of the bearer. Return up to D6 destroyed POXWALKER models to that unit.

Enhancement

Miasmic Arrival

Choose one enhancement for this Combat Patrol.

Either/or choice

Models in the bearer’s unit have the Deep Strike ability.

Secondary Objective

Contaminate Ground

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 3VP if one or more DEATH GUARD units from your army (excluding Battle-shocked units) are within 3" of the centre of the battlefield.

Secondary Objective

Spread the Blight

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 2VP each time a DEATH GUARD model from your army destroys an enemy unit that started the phase within Contagion Range of one or more units from your army.

Nurgle’s Gift (Aura)

While an enemy unit is within Contagion Range of this unit, subtract 1 from the Toughness characteristic of models in that enemy unit. Contagion Range changes over the course of the battle, as shown below.

NameCPCategoryPhasesRules
Corrosive Effluents1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
WHEN: Your Shooting phase or the Fight phase. TARGET: One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase....
Harbingers of Despair1CPstrategicPloyFightWHEN: Start of the Fight phase.
TARGET: One DEATH GUARD unit from your army.
EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test.
WHEN: Start of the Fight phase. TARGET: One DEATH GUARD unit from your army. EFFECT: Each enemy unit within Engagement Range of your unit must take...
Disgustingly Resilient1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One DEATH GUARD unit from your army that was selec...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Plague Marines / Plague Marine / Plague spewer
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Folgoth Grelch / Folgoth Grelch / Hyper blight grenades
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Folgoth Grelch / Folgoth Grelch / Hyper blight grenades
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Plague Marines / Plague Marine / Plague spewer
Lethal HitsMelee, RangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Folgoth Grelch / Folgoth Grelch / Hyper blight grenades; Folgoth Grelch / Folgoth Grelch / Plague knives; Plague Marines / Plague Champion / Heavy plague weapon; Plague Marines / Plague Champion / Plague boltgun; Plague Marines / Plague Marine / Blight launcher; Plague Marines / Plague Marine / Plague boltgun; Plague Marines / Plague Marine / Plague knives; Poxwalkers / Poxwalker / Improvised weapon; Typhus / Typhus / Master-crafted manreaperFolgoth Grelch / Folgoth Grelch / Hyper blight grenades; Folgoth Grelch / Folgoth Grelch / Plague knives; Plague Marines / Plague Champion / Heavy...
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Folgoth Grelch / Folgoth Grelch / Injector pistol
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Plague Marines / Plague Marine / Plague spewer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Deathwatch

Vigil Force Alphion

Lieutenant Alphion (1 model)Apothecary Krenn (1 model)Intercessor Squad (10 models)Aggressor Squad (3 models)

Common names:Combat Patrol: DeathwatchPrimaris LieutenantPrimaris ApothecaryDeathwatch Upgrade FramesLong VigilWatch FortressSpace MarinesMarinesOrdo XenosThe Long VigilThe Shield that SlaysLieutenant Alphion

4 units 2 enhancements 3 stratagems 2 secondaries

Lieutenant Alphion

Lieutenant Alphion (1 model)

■ This model is equipped with: bolt pistol; master-crafted power weapon.

Combat Patrol datasheet40mm
Lieutenant Alphion
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon52+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon52+5-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Target PriorityUnit

This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

LeaderUnit

This model can be attached to the following unit: INTERCESSOR SQUAD

Keywords: Infantry, Character, Imperium, Tacticus, Lieutenant, Alphion
Faction Keywords: Space Marines, Deathwatch

Apothecary Krenn

Apothecary Krenn (1 model)

■ This model is equipped with: absolvor bolt pistol; reductor pistol; close combat weapon.

Combat Patrol datasheet40mm
Apothecary Krenn
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Absolvor bolt pistol18"13+5-12Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Reductor pistol3"13+4-42Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Absolvor bolt pistol18"13+5-12Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Reductor pistol3"13+4-42Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon43+401-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

NartheciumUnit

While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit.

LeaderUnit

This model can be attached to the following unit: INTERCESSOR SQUAD

Keywords: Infantry, Character, Imperium, Tacticus, Apothecary, Krenn
Faction Keywords: Space Marines, Deathwatch

Intercessor Squad

Intercessor Squad (10 models)

■ 1 Intercessor Sergeant is equipped with: bolt rifle; bolt pistol; close combat weapon.
■ 7 Intercessors are equipped with: bolt rifle; bolt pistol; close combat weapon.
■ 2 Intercessors are equipped with: Astartes grenade launcher; bolt rifle; bolt pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

2Astartes grenade launcher - krak24"13+9-2D3-
Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-
Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Astartes grenade launcher - frag24"D33+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

2Astartes grenade launcher - krak24"13+9-2D3-

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. If you do so, each of those units must contain one model equipped with an Astartes grenade launcher.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Deathwatch

Aggressor Squad

Aggressor Squad (3 models)

■ Every model is equipped with: flamestorm gauntlets; twin power fists.

Combat Patrol version — modified stats, unit size40mm
Aggressor
M5"
T6
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flamestorm gauntlets12"D6+1-401Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists34+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flamestorm gauntlets12"D6+1-401Ignores Cover, Torrent, Twin-linked
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Twin power fists34+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Close-quarters FirepowerUnit

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

Keywords: Infantry, Imperium, Gravis, Aggressor Squad
Faction Keywords: Space Marines, Deathwatch

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Aegis Vigilate Add 1 to the Toughness characteristic of models in the bearer’s unit, and those models have a 4+ invulnerable save.

    Add 1 to the Toughness characteristic of models in the bearer’s unit, and those models have a 4+ invulnerable save.

    Enhancement, either/or choice
Unit Abilities
  • Lieutenant Alphion: Leader This model can be attached to the following unit: INTERCESSOR SQUAD

    This model can be attached to the following unit: INTERCESSOR SQUAD

  • Apothecary Krenn: Leader This model can be attached to the following unit: INTERCESSOR SQUAD

    This model can be attached to the following unit: INTERCESSOR SQUAD

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Lieutenant Alphion: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Apothecary Krenn: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Intercessor Squad: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. If you do so, each of those units must contain one model equipped with an Astartes grenade launcher.

Opponent’s Turn
Unit Abilities
  • Lieutenant Alphion: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Apothecary Krenn: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Turn

Your Turn
Secondary Objectives
  • Secondary: Hunter’s Insight At the start of each of your turns, select one objective marker that is not within your deployment zone. At the end o...

    At the start of each of your turns, select one objective marker that is not within your deployment zone. At the end of your opponent’s next turn, you score 4VP if you control that objective marker and there are one or more ADEPTUS ASTARTES units from your army within range of it (excluding Battle-shocked units).

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Unit Abilities
  • Apothecary Krenn: Narthecium While this model is leading a unit, in your Command phase, you can return 1 destroyed model...

    While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Lieutenant Alphion: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Special-Issue Ammunition - 1CP Select one of the following set of abilities. Until the end of the phase, ranged weapons equipped by models...

    WHEN: Your Shooting phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
    EFFECT: Select one of the following set of abilities. Until the end of the phase, ranged weapons equipped by models in your unit have that set of abilities:
    ■ [ANTI-MONSTER 5+, ANTI-VEHICLE 5+, MELTA 2]
    ■ [ASSAULT, IGNORES COVER, SUSTAINED HITS 2]

Unit Abilities
  • Lieutenant Alphion: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Aggressor Squad: Close-quarters Firepower Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

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

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Veteran Instincts - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAV...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAVIS keyword, models in your unit have the Feel No Pain 4+ ability instead.

Charge

Your Turn
Unit Abilities
  • Lieutenant Alphion: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Veteran Instincts - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAV...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAVIS keyword, models in your unit have the Feel No Pain 4+ ability instead.

Enhancements
  • Enhancement: Aliens’ Bane The bearer’s melee weapons have the [PRECISION] ability and each time the bearer makes a melee attack, add 1 to the W...

    The bearer’s melee weapons have the [PRECISION] ability and each time the bearer makes a melee attack, add 1 to the Wound roll.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Veteran Instincts - 1CP Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAV...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAVIS keyword, models in your unit have the Feel No Pain 4+ ability instead.

  • Deathwatch Teleportarium - 1CP Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase set your unit...

    WHEN: End of your opponent’s Fight phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of any enemy units.
    EFFECT: Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase set your unit up anywhere on the battlefield that is more than 3" horizontally from all enemy models.
    RESTRICTIONS: You can only use this Stratagem once and after being set up on the battlefield, until the end of the turn, your unit is not eligible to declare a charge.

Weapon Abilities
  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Head-taker Doctrine Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP. At the end of the...

    Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP.

    At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

    Secondary objective, either/or choice

Enhancement

Aegis Vigilate

Choose one enhancement for this Combat Patrol.

Either/or choice

Add 1 to the Toughness characteristic of models in the bearer’s unit, and those models have a 4+ invulnerable save.

Enhancement

Aliens’ Bane

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s melee weapons have the [PRECISION] ability and each time the bearer makes a melee attack, add 1 to the Wound roll.

Secondary Objective

Hunter’s Insight

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of each of your turns, select one objective marker that is not within your deployment zone. At the end of your opponent’s next turn, you score 4VP if you control that objective marker and there are one or more ADEPTUS ASTARTES units from your army within range of it (excluding Battle-shocked units).

Secondary Objective

Head-taker Doctrine

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an ADEPTUS ASTARTES unit from your army destroys an enemy CHARACTER model, you score 5VP.

At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Veteran Instincts1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit has the GRAVIS keyword, models in your unit have the Feel No Pain 4+ ability instead.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from...
Special-Issue Ammunition1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following set of abilities. Until the end of the phase, ranged weapons equipped by models in your unit have that set of abilities:
■ [ANTI-MONSTER 5+, ANTI-VEHICLE 5+, MELTA 2]
■ [ASSAULT, IGNORES COVER, SUSTAINED HITS 2]
WHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Select one of t...
Deathwatch Teleportarium1CPstrategicPloyFightWHEN: End of your opponent’s Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of any enemy units.
EFFECT: Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase set your unit up anywhere on the battlefield that is more than 3" horizontally from all enemy models.
WHEN: End of your opponent’s Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of any enemy units....
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Intercessor Squad / Intercessor / Bolt rifle; Intercessor Squad / Intercessor Sergeant / Bolt rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Intercessor Squad / Intercessor / Astartes grenade launcher
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle; Intercessor Squad / Intercessor Sergeant / Bolt rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Aggressor Squad / Aggressor / Flamestorm gauntlets
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Apothecary Krenn / Apothecary Krenn / Absolvor bolt pistol; Apothecary Krenn / Apothecary Krenn / Reductor pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistol; Lieutenant Alphion / Lieutenant Alphion / Bolt pistolApothecary Krenn / Apothecary Krenn / Absolvor bolt pistol; Apothecary Krenn / Apothecary Krenn / Reductor pistol; Intercessor Squad / Intercessor...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Aggressor Squad / Aggressor / Flamestorm gauntlets
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Aggressor Squad / Aggressor / Flamestorm gauntlets; Aggressor Squad / Aggressor / Twin power fists
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Drukhari

Coven of Agonies

Xatrophos Nuul (1 model)Talos (1 model)Wracks (5 models)Wracks (5 models)Cronos (1 model)

Common names:Combat Patrol: Drukhari 2025Haemonculus CovenHaemonculusAcothystPain EnginesDark EldarAeldariEldarTrue KinCommorraghXatrophos NuulTalos

4 units 2 enhancements 3 stratagems 2 secondaries

Xatrophos Nuul

Xatrophos Nuul (1 model)

■ This model is equipped with: stinger pistol; Haemonculus tools and scissorhands.

Combat Patrol datasheet25mmInvulnerable 6+
Xatrophos Nuul
M7"
T4
Sv5+
InSV6+
W5
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Stinger pistol12"12+2-1D3Anti-infantry 2+, Pistol, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Haemonculus tools and scissorhands52+3-1D3Anti-infantry 2+, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Stinger pistol12"12+2-1D3Anti-infantry 2+, Pistol, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Haemonculus tools and scissorhands52+3-1D3Anti-infantry 2+, Precision
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Power from PainFaction

Pain AbilitiesSee Army Rule: Power From Pain

Pain AdeptUnit

In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.

LeaderUnit

This model can be attached to the following unit: WRACKS

Keywords: Infantry, Haemonculus Covens, Character, Aeldari, Haemonculus, Xatrophos Nuul
Faction Keywords: Drukhari

Wracks

Wracks (5 models)

■ The Acothyst is equipped with: hexrifle; torturer’s tool.
■ 1 Wrack is equipped with: ossefactor; torturer’s tool.
■ 3 Wracks are equipped with: twin torturer’s tools.

Combat Patrol version — modified abilities, unit size25mmInvulnerable 6+
Acothyst
M7"
T4
Sv5+
InSV6+
W2
Ld7+
OC2
Wrack
M7"
T4
Sv5+
InSV6+
W2
Ld7+
OC2

Ranged Weapons

Acothyst - Default Wargear
#WeaponRangeABSSAPDAbilities
1Hexrifle36"13+8-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Wrack - Default Wargear
#WeaponRangeABSSAPDAbilities
1Ossefactor24"13+2-22Anti-infantry 4+, Devastating Wounds
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

Acothyst - Default Wargear
#WeaponAWSSAPDAbilities
1Torturer’s tool23+4-11Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Wrack - Default Wargear
#WeaponAWSSAPDAbilities
1Torturer’s tool23+4-11Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

3Twin torturer’s tools23+4-11Anti-infantry 4+, Twin-linked
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Hexrifle36"13+8-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Ossefactor24"13+2-22Anti-infantry 4+, Devastating Wounds
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
2Torturer’s tool23+4-11Anti-infantry 4+
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

3Twin torturer’s tools23+4-11Anti-infantry 4+, Twin-linked
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Power from PainFaction

Pain AbilitiesSee Army Rule: Power From Pain

Experimental EnhancementsUnit

In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase:

■ Melee weapons equipped by non‑CHARACTER models in this unit have an Attacks characteristic of 3. 

■ Melee weapons equipped by non‑CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability.
In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the follow...

Keywords: Infantry, Battleline, Haemonculus Covens, Aeldari, Wracks
Faction Keywords: Drukhari

Talos

Talos (1 model)

■ This model is equipped with: twin splinter cannon; twin liquifier gun; chain flails.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 6+
Talos
M7"
T7
Sv3+
InSV6+
W7
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin splinter cannon36"33+3-12Anti-infantry 3+, Sustained Hits 1, Twin-linked
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin liquifier gun12"D6-4-11Anti-infantry 3+, Torrent, Twin-linked
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chain flails83+6-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin splinter cannon36"33+3-12Anti-infantry 3+, Sustained Hits 1, Twin-linked
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin liquifier gun12"D6-4-11Anti-infantry 3+, Torrent, Twin-linked
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chain flails83+6-11-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Power from PainFaction

Pain AbilitiesSee Army Rule: Power From Pain

Mindless Killing MachinesUnit

At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play.At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a...

Keywords: Monster, Haemonculus Covens, Fly, Aeldari, Talos
Faction Keywords: Drukhari

Cronos

Cronos (1 model)

■ This model is equipped with: spirit syphon; spirit vortex; spirit‑leech tentacles.

Combat Patrol version — modified abilities, unit sizeLarge Flying BaseInvulnerable 6+
Cronos
M7"
T7
Sv3+
InSV6+
W7
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Spirit syphon12"D6-5-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Spirit vortex18"D63+5-11Blast, Ignores Cover
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Spirit‑leech tentacles63+5-11Anti-infantry 2+
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Spirit syphon12"D6-5-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Spirit vortex18"D63+5-11Blast, Ignores Cover
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Spirit‑leech tentacles63+5-11Anti-infantry 2+
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Power From PainFaction

Drukhari units use Pain tokens to empower attacks and improve combat effectiveness.

Pain Engine [Aura]Unit

Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6: on a 5+, you gain 1 Pain token.

Designer’s Note: *Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.*
Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6: on a 5+, you gain 1 Pain token. Designer’s Note: *...

Keywords: Monster, Haemonculus Covens, Fly, Aeldari, Cronos
Faction Keywords: Drukhari

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Flesh Alteration ■ Models in the bearer’s unit have the Feel No Pain 5+ ability. ■ The first time the bearer is destroyed, roll one D6...

    ■ Models in the bearer’s unit have the Feel No Pain 5+ ability.
    ■ The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. When you set the bearer up in this way, you can spend 1 Pain token; if you do, the bearer has its full wounds remaining instead.

    Enhancement, either/or choice
Unit Abilities
  • Xatrophos Nuul: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Xatrophos Nuul: Leader This model can be attached to the following unit: WRACKS

    This model can be attached to the following unit: WRACKS

  • Talos: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Talos: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Cronos: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Cronos: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Cronos: Pain Engine [Aura] Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one...

    Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6: on a 5+, you gain 1 Pain token.

    Designer’s Note: *Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.*

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Xatrophos Nuul: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Talos: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Talos: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Cronos: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Cronos: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Unit Abilities
  • Xatrophos Nuul: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Xatrophos Nuul: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Visceral Fear - 1CP Each time you use this Stratagem, you can spend 1 Pain token. Select one enemy unit within 3" of your unit....

    WHEN: Your Command phase.
    TARGET: One DRUKHARI unit from your army.
    EFFECT: Each time you use this Stratagem, you can spend 1 Pain token. Select one enemy unit within 3" of your unit. That enemy unit must take a Battle‑shock test. If you spent a Pain token during this use of this Stratagem, subtract 1 from that test.

Secondary Objectives
  • Secondary: Cruel Caches From the second battle round onwards, at the end of your Command phase, for each objective marker you control that ha...

    From the second battle round onwards, at the end of your Command phase, for each objective marker you control that has one or more WRACKS units from your army within range of it and has not yet been seized by your army, that objective marker becomes seized by your army and you score 3VP.

    Secondary objective, either/or choice
Army Rules
  • Power From Pain If your Army Faction is DRUKHARI, you gain Pain tokens as follows: ■ 1 Pain token at the start of your Command phase....

    If your Army Faction is DRUKHARI, you gain Pain tokens as follows:

    ■ 1 Pain token at the start of your Command phase.
    ■ 1 Pain token each time an enemy unit is destroyed.
    ■ 1 Pain token each time an enemy unit fails a Battle‑shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Unit Abilities
  • Xatrophos Nuul: Pain Adept In your Command phase, if one or more models from your army with this ability are on the bat...

    In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.

Movement

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Powerful Creations - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DRUKHARI MONSTER unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1 and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Ablative Flesh - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Powerful Creations - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DRUKHARI MONSTER unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1 and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.

Enhancements
  • Enhancement: Implements of Malevolence ■ Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1. ■ Each time the bearer’s unit is...

    ■ Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1.
    ■ Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, the bearer’s melee weapons have a Damage characteristic of 3.

    Enhancement, either/or choice
Unit Abilities
  • Wracks: Experimental Enhancements In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empowe...

    In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase:

    ■ Melee weapons equipped by non‑CHARACTER models in this unit have an Attacks characteristic of 3. 

    ■ Melee weapons equipped by non‑CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability.

  • Talos: Mindless Killing Machines At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empo...

    At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Ablative Flesh - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Unit Abilities
  • Talos: Mindless Killing Machines At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empo...

    At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Dead or Alive Each time a DRUKHARI unit from your army destroys an enemy CHARACTER model, you score 5VP. At the end of the battle,...

    Each time a DRUKHARI unit from your army destroys an enemy CHARACTER model, you score 5VP.

    At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

    Secondary objective, either/or choice

Enhancement

Flesh Alteration

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Models in the bearer’s unit have the Feel No Pain 5+ ability.
■ The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. When you set the bearer up in this way, you can spend 1 Pain token; if you do, the bearer has its full wounds remaining instead.

Enhancement

Implements of Malevolence

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1.
■ Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, the bearer’s melee weapons have a Damage characteristic of 3.

Secondary Objective

Cruel Caches

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, for each objective marker you control that has one or more WRACKS units from your army within range of it and has not yet been seized by your army, that objective marker becomes seized by your army and you score 3VP.

Secondary Objective

Dead or Alive

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time a DRUKHARI unit from your army destroys an enemy CHARACTER model, you score 5VP.

At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

Power From Pain

Pain Abilities

Some units in this Combat Patrol have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. You can Empower units from your army with Pain abilities by spending Pain tokens (see below).

Gaining Pain Tokens

If your Army Faction is DRUKHARI, you gain Pain tokens as follows:

■ 1 Pain token at the start of your Command phase.
■ 1 Pain token each time an enemy unit is destroyed.
■ 1 Pain token each time an enemy unit fails a Battle‑shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Empowered Through Pain

Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect – you do not need to spend additional Pain tokens to activate each of those Pain abilities.

NameCPCategoryPhasesRules
Ablative Flesh1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your arm...
Powerful Creations1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One DRUKHARI MONSTER unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1 and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
WHEN: Your Shooting phase or the Fight phase. TARGET: One DRUKHARI MONSTER unit from your army that has not been selected to shoot or fight this ph...
Visceral Fear1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One DRUKHARI unit from your army.
EFFECT: Each time you use this Stratagem, you can spend 1 Pain token. Select one enemy unit within 3" of your unit. That enemy unit must take a Battle‑shock test. If you spent a Pain token during this use of this Stratagem, subtract 1 from that test.
WHEN: Your Command phase. TARGET: One DRUKHARI unit from your army. EFFECT: Each time you use this Stratagem, you can spend 1 Pain token. Select on...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Cronos / Cronos / Spirit‑leech tentacles; Xatrophos Nuul / Xatrophos Nuul / Haemonculus tools and scissorhands; Xatrophos Nuul / Xatrophos Nuul / Stinger pistolCronos / Cronos / Spirit‑leech tentacles; Xatrophos Nuul / Xatrophos Nuul / Haemonculus tools and scissorhands; Xatrophos Nuul / Xatrophos Nuul / S...
Anti-infantry 3+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Talos / Talos / Twin liquifier gun; Talos / Talos / Twin splinter cannon
Anti-infantry 4+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Wracks / Acothyst / Torturer’s tool; Wracks / Wrack / Ossefactor; Wracks / Wrack / Torturer’s tool; Wracks / Wrack / Twin torturer’s tools
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Cronos / Cronos / Spirit vortex
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Wracks / Wrack / Ossefactor
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Wracks / Acothyst / Hexrifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Cronos / Cronos / Spirit syphon; Cronos / Cronos / Spirit vortex
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Xatrophos Nuul / Xatrophos Nuul / Stinger pistol
PrecisionMelee, RangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Wracks / Acothyst / Hexrifle; Xatrophos Nuul / Xatrophos Nuul / Haemonculus tools and scissorhands; Xatrophos Nuul / Xatrophos Nuul / Stinger pistol
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Talos / Talos / Twin splinter cannon
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Cronos / Cronos / Spirit syphon; Talos / Talos / Twin liquifier gun
Twin-linkedMelee, RangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Talos / Talos / Twin liquifier gun; Talos / Talos / Twin splinter cannon; Wracks / Wrack / Twin torturer’s tools
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Drukhari

The Blades of Torment

Archon Malivex (1 model)Kabalite Warriors (10 models)Raider (1 model)Incubi (5 models)Ravager (1 model)

Common names:Combat Patrol: DrukhariDark EldarKlaivexDrukhari KabalAeldariEldarTrue KinCommorraghArchon MalivexKabalite WarriorsRaiderIncubi

5 units 2 enhancements 3 stratagems 2 secondaries

Archon Malivex

Archon Malivex (1 model)

■ This model is equipped with: splinter pistol; huskblade.

Combat Patrol datasheet25mmInvulnerable 2+
Archon Malivex
M8"
T3
Sv4+
InSV2+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Splinter pistol12"12+201Anti-infantry 3+, Assault, Pistol
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Huskblade52+3-22Anti-infantry 3+
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Splinter pistol12"12+201Anti-infantry 3+, Assault, Pistol
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Huskblade52+3-22Anti-infantry 3+
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Power From PainFaction

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At the start of the battle. ■ Each...See Army Rule: Power From Pain

LeaderUnit

This model can be attached to the following unit: KABALITE WARRIORS

Keywords: Infantry, Kabal, Character, Aeldari, Archon, Malivex
Faction Keywords: Drukhari

Incubi

Incubi (5 models)

■ 1 Klaivex is equipped with: demiklaives.
■ 4 Incubi are equipped with: klaive.

Combat Patrol version — modified abilities, keywords, unit size28.5mmInvulnerable 5+
Klaivex
M7"
T3
Sv3+
InSV5+
W2
Ld6+
OC1
Incubi
M7"
T3
Sv3+
InSV5+
W1
Ld6+
OC1

Melee Weapons

Klaivex - Default Wargear
#WeaponAWSSAPDAbilities
1Demiklaives - single blade33+4-22-
1Demiklaives - dual blades63+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Incubi - Default Wargear
#WeaponAWSSAPDAbilities
4Klaive33+4-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Demiklaives - single blade33+4-22-
1Demiklaives - dual blades63+4-11Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

4Klaive33+4-22-

Abilities

Power From PainFaction

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At the start of the battle. ■ Each...See Army Rule: Power From Pain

TormentorsUnit

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Keywords: Infantry, Aeldari, Incubi
Faction Keywords: Drukhari

Kabalite Warriors

Kabalite Warriors (10 models)

■ 1 Sybarite is equipped with: splinter pistol; Sybarite weapon.
■ 7 Kabalite Warriors are equipped with: splinter rifle; close combat weapon.
■ 1 Kabalite Warrior is equipped with: shredder; close combat weapon.
■ 1 Kabalite Warrior is equipped with: splinter cannon; close combat weapon.

Combat Patrol version — modified abilities, stats, unit size25mmInvulnerable 6+
Sybarite
M8"
T3
Sv4+
InSV6+
W1
Ld6+
OC2
Kabalite Warrior
M8"
T3
Sv4+
InSV6+
W1
Ld6+
OC2

Ranged Weapons

Sybarite - Default Wargear
#WeaponRangeABSSAPDAbilities
1Splinter pistol12"13+201Anti-infantry 3+, Assault, Pistol
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Kabalite Warrior - Default Wargear
#WeaponRangeABSSAPDAbilities
7Splinter rifle24"23+201Anti-infantry 3+, Assault
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Splinter cannon36"34+3-12Anti-infantry 3+, Heavy, Sustained Hits 1
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

Sybarite - Default Wargear
#WeaponAWSSAPDAbilities
1Sybarite weapon - Sybarite weapon33+3-11Anti-infantry 3+
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Kabalite Warrior - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon23+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Splinter pistol12"13+201Anti-infantry 3+, Assault, Pistol
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Splinter rifle24"23+201Anti-infantry 3+, Assault
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

1Shredder18"D6-601Assault, Torrent
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Splinter cannon36"34+3-12Anti-infantry 3+, Heavy, Sustained Hits 1
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Sybarite weapon - Sybarite weapon33+3-11Anti-infantry 3+
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

9Close combat weapon23+301-

Abilities

Power From PainFaction

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At the start of the battle. ■ Each...See Army Rule: Power From Pain

Keywords: Infantry, Kabal, Battleline, Aeldari, Kabalite Warriors
Faction Keywords: Drukhari

Raider

Raider (1 model)

■ This model is equipped with: disintegrator cannon; bladevanes.

Combat Patrol version — modified abilities, stats, unit sizeLarge Flying BaseInvulnerable 6+
Raider
M14"
T8
Sv4+
InSV6+
W10
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Disintegrator cannon36"33+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Bladevanes34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Disintegrator cannon36"33+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Bladevanes34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Firing Deck 11Core

Each time this Transport is selected to shoot, select up to 11 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 11 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Power From PainFaction

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At the start of the battle. ■ Each...See Army Rule: Power From Pain

TransportUnit

This model has a transport capacity of 11 DRUKHARI INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Fly, Aeldari, Raider
Faction Keywords: Drukhari

Ravager

Ravager (1 model)

■ This model is equipped with: 2 dark lances; disintegrator cannon; bladevanes.

Combat Patrol version — modified abilities, stats, unit sizeLarge Flying BaseInvulnerable 6+
Ravager
M14"
T9
Sv4+
InSV6+
W11
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Dark lance36"13+12-3D6+2-
1Disintegrator cannon36"33+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Bladevanes34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Dark lance36"13+12-3D6+2-
1Disintegrator cannon36"33+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Bladevanes34+601-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Power From PainFaction

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At the start of the battle. ■ Each...See Army Rule: Power From Pain

Keywords: Vehicle, Kabal, Fly, Aeldari, Ravager
Faction Keywords: Drukhari

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Shudderworm Bottle While the bearer is leading a unit, models in that unit have the Feel No Pain 5+ ability.

    While the bearer is leading a unit, models in that unit have the Feel No Pain 5+ ability.

    Enhancement, either/or choice
Unit Abilities
  • Archon Malivex: Leader This model can be attached to the following unit: KABALITE WARRIORS

    This model can be attached to the following unit: KABALITE WARRIORS

  • Raider: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Raider: Transport This model has a transport capacity of 11 DRUKHARI INFANTRY models.

    This model has a transport capacity of 11 DRUKHARI INFANTRY models.

  • Ravager: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Raider: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Ravager: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Archon Malivex: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Raider: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Ravager: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Archon Malivex: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Power From Pain Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At t...

    Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

    ■ At the start of the battle.
    ■ Each time an enemy unit is destroyed.
    ■ Each time an enemy unit fails a Battle-shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

    At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

    Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

    Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Unit Abilities
  • Incubi: Tormentors At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Movement

Your Turn
Enhancements
  • Enhancement: Spiteful Predator The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    Enhancement, either/or choice
Army Rules
  • Power From Pain Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At t...

    Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

    ■ At the start of the battle.
    ■ Each time an enemy unit is destroyed.
    ■ Each time an enemy unit fails a Battle-shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

    At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

    Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

    Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Unit Abilities
  • Raider: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Raider: Firing Deck 11 Each time this Transport is selected to shoot, select up to 11 embarked models. Each selecte...

    Each time this Transport is selected to shoot, select up to 11 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Ravager: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Many Cuts - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability whi...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DRUKHARI INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting a unit that is below its Starting Strength.

Enhancements
  • Enhancement: Spiteful Predator The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    Enhancement, either/or choice
Army Rules
  • Power From Pain Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At t...

    Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

    ■ At the start of the battle.
    ■ Each time an enemy unit is destroyed.
    ■ Each time an enemy unit fails a Battle-shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

    At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

    Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

    Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Unit Abilities
  • Raider: Firing Deck 11 Each time this Transport is selected to shoot, select up to 11 embarked models. Each selecte...

    Each time this Transport is selected to shoot, select up to 11 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Quicksilver Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One DRUKHARI INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Enhancements
  • Enhancement: Spiteful Predator The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    Enhancement, either/or choice
Army Rules
  • Power From Pain Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At t...

    Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

    ■ At the start of the battle.
    ■ Each time an enemy unit is destroyed.
    ■ Each time an enemy unit fails a Battle-shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

    At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

    Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

    Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Quicksilver Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One DRUKHARI INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Many Cuts - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability whi...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DRUKHARI INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting a unit that is below its Starting Strength.

Secondary Objectives
  • Secondary: Murderous Monster At the end of the Fight phase, you score 3VP if your ARCHON model destroyed one or more enemy models that phase.

    At the end of the Fight phase, you score 3VP if your ARCHON model destroyed one or more enemy models that phase.

    Secondary objective, either/or choice
Army Rules
  • Power From Pain Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: ■ At t...

    Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

    ■ At the start of the battle.
    ■ Each time an enemy unit is destroyed.
    ■ Each time an enemy unit fails a Battle-shock test.

    Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

    At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

    Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

    Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Unit Abilities
  • Incubi: Tormentors At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Quicksilver Reactions - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One DRUKHARI INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Many Cuts - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability whi...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One DRUKHARI INFANTRY unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting a unit that is below its Starting Strength.

  • There and Gone - 1CP Your INFANTRY unit can embark within that TRANSPORT model. RESTRICTIONS: Every model in your INFANTRY unit...

    WHEN: End of your opponent’s Fight phase.
    TARGET: One DRUKHARI INFANTRY unit from your army that is not within Engagement Range of any enemy units, and one friendly TRANSPORT model.
    EFFECT: Your INFANTRY unit can embark within that TRANSPORT model.
    RESTRICTIONS: Every model in your INFANTRY unit must be within 3" of that TRANSPORT model and there must be sufficient transport capacity to embark the entire unit.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Rapacious Raiders At the end of your turn, you score 3VP if one or more DRUKHARI units from your army (excluding Battle-shocked units)...

    At the end of your turn, you score 3VP if one or more DRUKHARI units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone. If one or more of those units are INFANTRY units, you score 4VP instead.

    Secondary objective, either/or choice

Enhancement

Shudderworm Bottle

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is leading a unit, models in that unit have the Feel No Pain 5+ ability.

Enhancement

Spiteful Predator

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Secondary Objective

Rapacious Raiders

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 3VP if one or more DRUKHARI units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone. If one or more of those units are INFANTRY units, you score 4VP instead.

Secondary Objective

Murderous Monster

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the Fight phase, you score 3VP if your ARCHON model destroyed one or more enemy models that phase.

Power From Pain

Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token:

■ At the start of the battle.
■ Each time an enemy unit is destroyed.
■ Each time an enemy unit fails a Battle-shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

Empowered in the Movement or Charge phase: You can re-roll Advance or Charge rolls made for that unit.

Empowered in the Shooting or Fight phase: Each time a model in that unit makes an attack, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
Quicksilver Reactions1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One DRUKHARI INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One DRUKHARI INFANTRY unit from...
Many Cuts1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One DRUKHARI INFANTRY unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting a unit that is below its Starting Strength.
WHEN: Your Shooting phase or the Fight phase. TARGET: One DRUKHARI INFANTRY unit from your army that has not been selected to shoot or fight this p...
There and Gone1CPstrategicPloyFightWHEN: End of your opponent’s Fight phase.
TARGET: One DRUKHARI INFANTRY unit from your army that is not within Engagement Range of any enemy units, and one friendly TRANSPORT model.
EFFECT: Your INFANTRY unit can embark within that TRANSPORT model.
WHEN: End of your opponent’s Fight phase. TARGET: One DRUKHARI INFANTRY unit from your army that is not within Engagement Range of any enemy units,...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 3+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Archon Malivex / Archon Malivex / Huskblade; Archon Malivex / Archon Malivex / Splinter pistol; Kabalite Warriors / Kabalite Warrior / Splinter cannon; Kabalite Warriors / Kabalite Warrior / Splinter rifle; Kabalite Warriors / Sybarite / Splinter pistol; Kabalite Warriors / Sybarite / Sybarite weapon Archon Malivex / Archon Malivex / Huskblade; Archon Malivex / Archon Malivex / Splinter pistol; Kabalite Warriors / Kabalite Warrior / Splinter can...
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Archon Malivex / Archon Malivex / Splinter pistol; Kabalite Warriors / Kabalite Warrior / Shredder; Kabalite Warriors / Kabalite Warrior / Splinter rifle; Kabalite Warriors / Sybarite / Splinter pistolArchon Malivex / Archon Malivex / Splinter pistol; Kabalite Warriors / Kabalite Warrior / Shredder; Kabalite Warriors / Kabalite Warrior / Splinter...
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Kabalite Warriors / Kabalite Warrior / Splinter cannon
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Archon Malivex / Archon Malivex / Splinter pistol; Kabalite Warriors / Sybarite / Splinter pistol
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Kabalite Warriors / Kabalite Warrior / Splinter cannon
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Kabalite Warriors / Kabalite Warrior / Shredder
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Incubi / Klaivex / Demiklaives
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Emperor’s Children

Callous Blades

Lord Kaphrael (1 model)Infractors (10 models)Flawless Blades (3 models)Flawless Blades (3 models)

Common names:The Callous BladesCombat Patrol: Emperor's ChildrenIII LegionSons of FulgrimSybaritesLord ExultantObsessionistBlissbladesLord KaphraelKaphraelFlawlessInfractor

3 units 2 enhancements 3 stratagems 2 secondaries

Lord Kaphrael

Lord Kaphrael (1 model)

■ This model is equipped with: Phoenix power spear; power fist.

Combat Patrol datasheet40mmInvulnerable 4+
Lord Kaphrael
M7"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Phoenix power spear52+7-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Power Fist52+8-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Phoenix power spear52+7-22Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Power Fist52+8-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Thrill SeekersFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Thrill Seekers

Euphoric StrikesUnit

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1.Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks cha...

LeaderUnit

This model can be attached to the following unit: INFRACTORS

Keywords: Infantry, Character, Chaos, Slaanesh, Lord Exultant, Lord Kaphrael
Faction Keywords: Emperor’s Children

Infractors

Infractors (10 models)

■ The Obsessionist is equipped with: bolt pistol; power sword.
■ Every Infractor is equipped with: bolt pistol; duelling sabre.

Combat Patrol version — modified abilities, keywords, unit size32mm
Obsessionist
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Infractor
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Obsessionist - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Infractor - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Obsessionist - Default Wargear
#WeaponAWSSAPDAbilities
1Power sword43+4-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Infractor - Default Wargear
#WeaponAWSSAPDAbilities
9Duelling sabre43+4-11Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword43+4-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

9Duelling sabre43+4-11Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Thrill SeekersFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Thrill Seekers

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Chaos, Slaanesh, Infractors
Faction Keywords: Emperor’s Children

Flawless Blades

Flawless Blades (3 models)

■ Every model is equipped with: bolt pistol; blissblade.

Combat Patrol version — modified abilities, keywords, unit size40mmInvulnerable 5+
Flawless Blade
M8"
T5
Sv3+
InSV5+
W3
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Blissblade32+6-32-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Blissblade32+6-32-

Abilities

Daemonic PatronsUnit

Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed.Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit...

Keywords: Infantry, Chaos, Slaanesh, Flawless Blades
Faction Keywords: Emperor’s Children

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Lord Kaphrael: Leader This model can be attached to the following unit: INFRACTORS

    This model can be attached to the following unit: INFRACTORS

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Lord Kaphrael: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Infractors: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Lord Kaphrael: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Obsessive Focus - 1CP Until the start of your next Command phase, you can ignore any or all modifiers to the characteristics of m...

    WHEN: Your Command phase.
    TARGET: One EMPEROR’S CHILDREN unit from your army.
    EFFECT: Until the start of your next Command phase, you can ignore any or all modifiers to the characteristics of models in your unit (excluding the Objective Control characteristic) and any weapons they are equipped with, and you can ignore any or all modifiers to the characteristics of attacks made by models in your unit.

Movement

Your Turn
Enhancements
  • Enhancement: Transhuman Speed While the bearer is leading a unit, you can re-roll Advance rolls made for that unit and, in your Movement phase, eac...

    While the bearer is leading a unit, you can re-roll Advance rolls made for that unit and, in your Movement phase, each time a model in that unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

    Enhancement, either/or choice
Army Rules
  • Thrill Seekers This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Distorting Vapours While the bearer is leading a unit, models in that unit have the Stealth ability and that unit can only be selected a...

    While the bearer is leading a unit, models in that unit have the Stealth ability and that unit can only be selected as the target of a ranged attack if the attacking model is within 18".

    Enhancement, either/or choice
Army Rules
  • Thrill Seekers This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Weapon Abilities
  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Army Rules
  • Thrill Seekers This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Duellist’s Death - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the FLAWLESS BLADES keyword. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Shatter Strike - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your...

    WHEN: Fight phase.
    TARGET: One FLAWLESS BLADES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.

Unit Abilities
  • Lord Kaphrael: Euphoric Strikes Once per battle, at the start of the Fight phase, this model can use this ability. If it doe...

    Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1.

  • Flawless Blades: Daemonic Patrons Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, unt...

    Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed.

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Duellist’s Death - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the FLAWLESS BLADES keyword. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Shatter Strike - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your...

    WHEN: Fight phase.
    TARGET: One FLAWLESS BLADES unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.

Unit Abilities
  • Flawless Blades: Daemonic Patrons Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, unt...

    Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed.

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Trophy for the Dark Prince When your opponent’s WARLORD is destroyed, you score the number of VP shown in the table below, based on which battle...

    When your opponent’s WARLORD is destroyed, you score the number of VP shown in the table below, based on which battle round it is destroyed in.

    Secondary objective, either/or choice
  • Secondary: Fleeting Possession From the second battle round onwards, at the end of your turn, you score 2VP if you control one or more objective mar...

    From the second battle round onwards, at the end of your turn, you score 2VP if you control one or more objective markers that you did not control at the start of that turn.

    Secondary objective, either/or choice
Unit Abilities
  • Flawless Blades: Daemonic Patrons Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, unt...

    Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed.

Opponent’s Turn
Unit Abilities
  • Flawless Blades: Daemonic Patrons Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, unt...

    Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed.

Enhancement

Distorting Vapours

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is leading a unit, models in that unit have the Stealth ability and that unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Enhancement

Transhuman Speed

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is leading a unit, you can re-roll Advance rolls made for that unit and, in your Movement phase, each time a model in that unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Secondary Objective

Trophy for the Dark Prince

Choose one secondary objective for this Combat Patrol.

Either/or choice

When your opponent’s WARLORD is destroyed, you score the number of VP shown in the table below, based on which battle round it is destroyed in.

Secondary Objective

Fleeting Possession

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 2VP if you control one or more objective markers that you did not control at the start of that turn.

Thrill Seekers

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

NameCPCategoryPhasesRules
Duellist’s Death1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the FLAWLESS BLADES keyword. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the t...
Shatter Strike1CPbattleTacticFightWHEN: Fight phase.
TARGET: One FLAWLESS BLADES unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.
WHEN: Fight phase. TARGET: One FLAWLESS BLADES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the pha...
Obsessive Focus1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One EMPEROR’S CHILDREN unit from your army.
EFFECT: Until the start of your next Command phase, you can ignore any or all modifiers to the characteristics of models in your unit (excluding the Objective Control characteristic) and any weapons they are equipped with, and you can ignore any or all modifiers to the characteristics of attacks made by models in your unit.
WHEN: Your Command phase. TARGET: One EMPEROR’S CHILDREN unit from your army. EFFECT: Until the start of your next Command phase, you can ignore an...
AbilityProfile TypeDefinitionUsed By
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Lord Kaphrael / Lord Kaphrael / Phoenix power spear
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Flawless Blades / Flawless Blade / Bolt pistol; Infractors / Infractor / Bolt pistol; Infractors / Obsessionist / Bolt pistol
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Infractors / Infractor / Duelling sabre; Infractors / Obsessionist / Power sword
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Emperor’s Children

Depraved Coterie

Sybastis Luxx (1 model)Tormentors (5 models)Daemonettes (10 models)Fiends (3 models)

Common names:White Dwarf 511 Combat PatrolSorcererFiends of SlaaneshSlaaneshi DaemonsChaosSlaaneshNoise MarinesHeretic AstartesChaos Space MarinesSybastis LuxxTormentorsDaemonettes

4 units 2 enhancements 3 stratagems 2 secondaries

Sybastis Luxx

Sybastis Luxx (1 model)

This model is equipped with: Agonising Energies; bolt pistol; force weapon

Combat Patrol datasheet40mm
Sybastis Luxx
M7"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Agonising Energies - witchfire18"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Agonising Energies - focused witchfire18"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-2D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Agonising Energies - witchfire18"D63+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Agonising Energies - focused witchfire18"D63+6-2D3Devastating Wounds, Hazardous, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-2D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Capricious SavageryFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Capricious Savagery

Wracking Agonies [Psychic]Unit

In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. U...

LeaderUnit

This model can be attached to the following units: TORMENTORS

Keywords: Sybastis Luxx, Infantry, Character, Psyker, Chaos, Slaanesh, Sorcerer
Faction Keywords: Emperor’s Children

Tormentors

Tormentors (5 models)

■ The Obsessionist model is equipped with: bolt pistol; power sword.
■ 1 Tormentor model is equipped with: meltagun; close combat weapon.
■ 3 Tormentor models are equipped with: boltgun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Obsessionist
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Tormentor
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Obsessionist - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Tormentor - Default Wargear
#WeaponRangeABSSAPDAbilities
1Meltagun12"13+9-4D6Melta 2, Precision
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

3Boltgun24"23+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

Obsessionist - Default Wargear
#WeaponAWSSAPDAbilities
1Power sword43+4-21-
Tormentor - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

1Meltagun12"13+9-4D6Melta 2, Precision
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

3Boltgun24"23+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power sword43+4-21-
4Close combat weapon33+401-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Capricious SavageryFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Capricious Savagery

Keywords: Infantry, Battleline, Chaos, Slaanesh, Tormentors
Faction Keywords: Emperor’s Children

Daemonettes

Daemonettes (10 models)

■ Every model is equipped with: slashing claws.

Combat Patrol version — modified abilities, stats, unit size25mmInvulnerable 5+
Daemonettes
M9"
T3
Sv7+
InSV5+
W1
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
10Slashing claws33+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
10Slashing claws33+4-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Fights FirstCore

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Capricious SavageryFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Capricious Savagery

Horrifying BeautyUnit

At the start of the Fight phase, each enemy unit within Engagement Range of one of more units from your army with this ability must take a Battle‑shock test, subtracting 1 from the result if that enemy unit is Below Half‑strength.At the start of the Fight phase, each enemy unit within Engagement Range of one of more units from your army with this ability must take a Battle‑s...

Keywords: Infantry, Battleline, Chaos, Daemon, Summoned, Slaanesh, Daemonettes
Faction Keywords: Legions of Excess

Fiends

■ Fiends (3 models)

Every model is equipped with: barbed tail and dissecting claws.

Combat Patrol version — modified abilities, stats, unit size75 x 42mm Oval BaseInvulnerable 5+
Fiends
M12"
T5
Sv7+
InSV5+
W4
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
3Barbed tail and dissecting claws53+5-22Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
3Barbed tail and dissecting claws53+5-22Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Capricious SavageryFaction

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■ It cannot target a unit it wa...See Army Rule: Capricious Savagery

Soporific MuskUnit

Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle‑shocked, subtract 1 from each of those Desperate Escape tests.Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back,...

Keywords: Beast, Chaos, Daemon, Summoned, Slaanesh, Fiends
Faction Keywords: Legions of Excess

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Obscene Conjurations Each time the bearer makes a Psychic Attack, you can re-roll the Wound roll and you can re-roll the Damage roll.

    Each time the bearer makes a Psychic Attack, you can re-roll the Wound roll and you can re-roll the Damage roll.

    Enhancement, either/or choice
Unit Abilities
  • Sybastis Luxx: Leader This model can be attached to the following units: TORMENTORS

    This model can be attached to the following units: TORMENTORS

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Sybastis Luxx: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Tormentors: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Daemonettes: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Fiends: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Sybastis Luxx: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Army Rules
  • Capricious Savagery This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Unit Abilities
  • Sybastis Luxx: Wracking Agonies [Psychic] In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or mo...

    In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

  • Daemonettes: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Fiends: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Fiends: Soporific Musk Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or...

    Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle‑shocked, subtract 1 from each of those Desperate Escape tests.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Enhancements
  • Enhancement: Unspeakable Hunger ■ You can re-roll Advance rolls made for the bearer’s unit. ■ Once per battle round, at the end of your opponent’s Ch...

    ■ You can re-roll Advance rolls made for the bearer’s unit.
    ■ Once per battle round, at the end of your opponent’s Charge phase, you can select one friendly unit within 9" of the bearer that is not within Engagement Range of one or more enemy units. If you do, that friendly unit can declare a charge that can only target enemy units within 6" of it. Note that even if this charge is successful, that friendly unit does not receive any Charge bonus this turn.

    Enhancement, either/or choice

Shooting

Your Turn
Patrol Stratagems
  • Degrading Demise - 1CP Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit mus...

    WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army has shot or fought.
    TARGET: That EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit.
    EFFECT: Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength.
    RESTRICTIONS: Each time an enemy unit fails a Battle-shock test as a result of this Stratagem, until the end of the battle round, you cannot use this Stratagem.

Army Rules
  • Capricious Savagery This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Unit Abilities
  • Sybastis Luxx: Wracking Agonies [Psychic] In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or mo...

    In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Army Rules
  • Capricious Savagery This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: ■...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

    ■ It cannot target a unit it was within Engagement Range of at the start of the turn.
    ■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Unit Abilities
  • Sybastis Luxx: Wracking Agonies [Psychic] In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or mo...

    In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Enhancements
  • Enhancement: Unspeakable Hunger ■ You can re-roll Advance rolls made for the bearer’s unit. ■ Once per battle round, at the end of your opponent’s Ch...

    ■ You can re-roll Advance rolls made for the bearer’s unit.
    ■ Once per battle round, at the end of your opponent’s Charge phase, you can select one friendly unit within 9" of the bearer that is not within Engagement Range of one or more enemy units. If you do, that friendly unit can declare a charge that can only target enemy units within 6" of it. Note that even if this charge is successful, that friendly unit does not receive any Charge bonus this turn.

    Enhancement, either/or choice

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Degrading Demise - 1CP Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit mus...

    WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army has shot or fought.
    TARGET: That EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit.
    EFFECT: Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength.
    RESTRICTIONS: Each time an enemy unit fails a Battle-shock test as a result of this Stratagem, until the end of the battle round, you cannot use this Stratagem.

  • Perfumed Poisons - 1CP Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic...

    WHEN: Fight phase.
    TARGET: One EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

  • Darkest Dreams - 1CP Remove your unit from the battlefield and place it into Strategic Reserves. If your unit has the DAEMONETTE...

    WHEN: End of the Fight phase.
    TARGET: One LEGIONS OF EXCESS unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If your unit has the DAEMONETTES keyword, return up to D3 destroyed models to your unit. If your unit has the FIENDS keyword, one model in your unit regains up to D3 lost wounds.

Unit Abilities
  • Daemonettes: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

  • Daemonettes: Horrifying Beauty At the start of the Fight phase, each enemy unit within Engagement Range of one of more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one of more units from your army with this ability must take a Battle‑shock test, subtracting 1 from the result if that enemy unit is Below Half‑strength.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Degrading Demise - 1CP Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit mus...

    WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army has shot or fought.
    TARGET: That EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit.
    EFFECT: Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength.
    RESTRICTIONS: Each time an enemy unit fails a Battle-shock test as a result of this Stratagem, until the end of the battle round, you cannot use this Stratagem.

  • Perfumed Poisons - 1CP Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic...

    WHEN: Fight phase.
    TARGET: One EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.

  • Darkest Dreams - 1CP Remove your unit from the battlefield and place it into Strategic Reserves. If your unit has the DAEMONETTE...

    WHEN: End of the Fight phase.
    TARGET: One LEGIONS OF EXCESS unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If your unit has the DAEMONETTES keyword, return up to D3 destroyed models to your unit. If your unit has the FIENDS keyword, one model in your unit regains up to D3 lost wounds.

Unit Abilities
  • Daemonettes: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Feast of Miseries ■ You score 2VP each time an enemy unit is destroyed. ■ You score 1VP each time a unit fails a Battle-shock test. If...

    ■ You score 2VP each time an enemy unit is destroyed.
    ■ You score 1VP each time a unit fails a Battle-shock test. If that unit was an enemy unit, you score 2VP instead.
    You cannot score more than 15VP from this secondary objective.

    Secondary objective, either/or choice
  • Secondary: Excruciating Exhibition ■ Each time a unit from your army destroys an enemy CHARACTER model, you score 5VP. At the end of the battle, if all...

    ■ Each time a unit from your army destroys an enemy CHARACTER model, you score 5VP.
    At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

    Secondary objective, either/or choice

Enhancement

Obscene Conjurations

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer makes a Psychic Attack, you can re-roll the Wound roll and you can re-roll the Damage roll.

Enhancement

Unspeakable Hunger

Choose one enhancement for this Combat Patrol.

Either/or choice

■ You can re-roll Advance rolls made for the bearer’s unit.
■ Once per battle round, at the end of your opponent’s Charge phase, you can select one friendly unit within 9" of the bearer that is not within Engagement Range of one or more enemy units. If you do, that friendly unit can declare a charge that can only target enemy units within 6" of it. Note that even if this charge is successful, that friendly unit does not receive any Charge bonus this turn.

Secondary Objective

Feast of Miseries

Choose one secondary objective for this Combat Patrol.

Either/or choice

■ You score 2VP each time an enemy unit is destroyed.
■ You score 1VP each time a unit fails a Battle-shock test. If that unit was an enemy unit, you score 2VP instead.
You cannot score more than 15VP from this secondary objective.

Secondary Objective

Excruciating Exhibition

Choose one secondary objective for this Combat Patrol.

Either/or choice

■ Each time a unit from your army destroys an enemy CHARACTER model, you score 5VP.
At the end of the battle, if all enemy CHARACTER models are destroyed, you score 5VP.

Capricious Savagery

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

NameCPCategoryPhasesRules
Degrading Demise1CPstrategicPloyShooting, FightWHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army has shot or fought.
TARGET: That EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit.
EFFECT: Select one enemy unit that your unit’s attacks destroyed one or more enemy models from. That enemy unit must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength.
WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army has shot or fought. TARGET:...
Perfumed Poisons1CPbattleTacticWHEN: Fight phase.
TARGET: One EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll.
WHEN: Fight phase. TARGET: One EMPEROR’S CHILDREN or LEGIONS OF EXCESS unit from your army that has not been selected to fight this phase. EFFECT:...
Darkest Dreams1CPstrategicPloyWHEN: End of the Fight phase.
TARGET: One LEGIONS OF EXCESS unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If your unit has the DAEMONETTES keyword, return up to D3 destroyed models to your unit. If your unit has the FIENDS keyword, one model in your unit regains up to D3 lost wounds.
WHEN: End of the Fight phase. TARGET: One LEGIONS OF EXCESS unit from your army that is not within Engagement Range of one or more enemy units. EFF...
AbilityProfile TypeDefinitionUsed By
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Daemonettes / Daemonettes / Slashing claws; Fiends / Fiends / Barbed tail and dissecting claws; Sybastis Luxx / Sybastis Luxx / Agonising Energies
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Sybastis Luxx / Sybastis Luxx / Agonising Energies
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Tormentors / Tormentor / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Sybastis Luxx / Sybastis Luxx / Bolt pistol; Tormentors / Obsessionist / Bolt pistol
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Tormentors / Obsessionist / Bolt pistol; Tormentors / Tormentor / Boltgun; Tormentors / Tormentor / Meltagun
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Sybastis Luxx / Sybastis Luxx / Agonising Energies; Sybastis Luxx / Sybastis Luxx / Force weapon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Genestealer Cults

Claw of Ascension

Shanus Daskovian (1 model)Hybrid Metamorphs (5 models)Atalan Jackals (5 models)Achilles Ridgerunner (1 model)Hybrid Metamorphs (5 models)

Common names:Combat Patrol: Genestealer Cults 2024Jackal AlphusWolfquadPrimusGSCGenestealersCultsCultStar ChildrenShanus DaskovianHybrid MetamorphsAtalan Jackals

4 units 2 enhancements 3 stratagems 2 secondaries

Shanus Daskovian

SHANUS DASKOVIAN (1 MODEL)
■ This model is equipped with: autopistol; cult sniper rifle; close combat weapon.

Combat Patrol datasheet60 x 35.5mm Oval Base
Shanus Daskovian
M12"
T4
Sv5+
InSV-
W4
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autopistol12"13+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Cult sniper rifle36"13+5-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autopistol12"13+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Cult sniper rifle36"13+5-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+301-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Scouts 9"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Master OutriderUnit

In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move...

LeaderUnit

This model can be attached to the following unit:

■ ATALAN JACKALS
This model can be attached to the following unit: ■ ATALAN JACKALS

Keywords: Mounted, Character, Great Devourer, Jackal Alphus, Shanus Daskovian
Faction Keywords: Genestealer Cults

Hybrid Metamorphs

HYBRID METAMORPHS (5 MODELS)

■ The Metamorph Leader is equipped with: autopistol; Leader’s bio‐weapons.
■ 1 Hybrid Metamorph is equipped with: Metamorph mutations.
■ 3 Hybrid Metamorphs are equipped with: hand flamer; Metamorph mutations.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Hybrid Metamorph
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC1
Hybrid Metamorph Leader
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Hybrid Metamorph Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Hybrid Metamorph - Default Wargear
#WeaponRangeABSSAPDAbilities
3Hand flamer12"D6-301Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Hybrid Metamorph Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Leader’s bio-weapons53+5-12-
Hybrid Metamorph - Default Wargear
#WeaponAWSSAPDAbilities
4Metamorph mutations - strike33+5-12-
4Metamorph mutations - sweep53+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Hand flamer12"D6-301Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Leader’s bio-weapons53+5-12-
4Metamorph mutations - strike33+5-12-
4Metamorph mutations - sweep53+4-11-

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Cult AmbushFaction

Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, 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. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step 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 and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching 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).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.*

* *A circular 32mm diameter marker should be used for Cult Ambush markers.*
Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, add a new...See Army Rule: Cult Ambush

Keywords: Infantry, Great Devourer, Hybrid Metamorphs
Faction Keywords: Genestealer Cults

Achilles Ridgerunner

ACHILLES RIDGERUNNER (1 MODEL)

■ This model is equipped with: Achilles missile launcher; twin heavy stubber; armoured hull.

Combat Patrol datasheet120 x 92mm Oval Base
Achilles Ridgerunner
M12"
T7
Sv3+
InSV-
W8
Ld7+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Achilles missile launcher36"34+9-23-
1Twin heavy stubber36"34+401Twin-linked, Rapid Fire 3
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+501-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Achilles missile launcher36"34+9-23-
1Twin heavy stubber36"34+401Twin-linked, Rapid Fire 3
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull34+501-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Scouts 9"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

CrossfireUnit

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly GENESTEALER CULTS unit makes an 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.In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a...

Keywords: Vehicle, Great Devourer, Achilles Ridgerunners
Faction Keywords: Genestealer Cults

Atalan Jackals

ATALAN JACKALS (5 MODELS)

■ 1 Atalan Jackal is equipped with: Atalan small arms; Atalan power weapon.
■ 3 Atalan Jackals are equipped with: Atalan small arms; close combat weapon.
■ The Atalan Wolfquad is equipped with: Atalan small arms; mining laser; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit sizeAtalan Jackal: 60 x 35.5mm Oval Base Wolfquad: 60mm
Atalan Jackals
M12"
T4
Sv5+
InSV-
W2
Ld7+
OC1
Atalan Wolfquad
M12"
T4
Sv5+
InSV-
W4
Ld7+
OC1

Ranged Weapons

Atalan Jackals - Default Wargear
#WeaponRangeABSSAPDAbilities
4Atalan small arms12"24+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Atalan Wolfquad - Default Wargear
#WeaponRangeABSSAPDAbilities
1Atalan small arms12"24+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Mining laser24"14+12-3D6+1-

Melee Weapons

Atalan Jackals - Default Wargear
#WeaponAWSSAPDAbilities
1Atalan power weapon24+4-21-
3Close combat weapon24+301-
Atalan Wolfquad - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Atalan small arms12"24+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Mining laser24"14+12-3D6+1-

Melee Weapons

#WeaponAWSSAPDAbilities
1Atalan power weapon24+4-21-
4Close combat weapon24+301-

Abilities

Scouts 9"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Keywords: Mounted, Great Devourer, Atalan Jackals
Faction Keywords: Genestealer Cults

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Shanus Daskovian: Leader This model can be attached to the following unit: ■ ATALAN JACKALS

    This model can be attached to the following unit:

    ■ ATALAN JACKALS

  • Hybrid Metamorphs: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Achilles Ridgerunner: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Hybrid Metamorphs: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Achilles Ridgerunner: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Shanus Daskovian: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Shanus Daskovian: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

  • Hybrid Metamorphs: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Achilles Ridgerunner: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

  • Atalan Jackals: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

Opponent’s Turn
Unit Abilities
  • Shanus Daskovian: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Unit Abilities
  • Shanus Daskovian: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

  • Shanus Daskovian: Master Outrider In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.

  • Hybrid Metamorphs: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Achilles Ridgerunner: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

  • Atalan Jackals: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Army Rules
  • Cult Ambush Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second bat...

    Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, 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. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

    If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step 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 and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching 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).

    CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

    Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.*

    * *A circular 32mm diameter marker should be used for Cult Ambush markers.*

Shooting

Your Turn
Patrol Stratagems
  • Point-blank Ambush - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while ta...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting enemy units within 12".

Enhancements
  • Enhancement: Priority Kill Order At the start of your Shooting phase, select one enemy unit visible to the bearer. Until the end of the phase, each ti...

    At the start of your Shooting phase, select one enemy unit visible to the bearer. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack that targets that enemy unit, you can re‐roll the Hit roll.

    Enhancement, either/or choice
  • Enhancement: Master of Suppression In your Shooting phase, after the bearer’s unit has shot, select one enemy unit hit by one or more of those attacks....

    In your Shooting phase, after the bearer’s unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Shanus Daskovian: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Shanus Daskovian: Master Outrider In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.

  • Achilles Ridgerunner: Crossfire In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more o...

    In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly GENESTEALER CULTS unit makes an 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.

  • Atalan Jackals: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Patrol Stratagems
  • Swarm the Oppressors - 1CP Select one enemy unit. Until the end of the phase, each time one of your units declares a charge, if that e...

    WHEN: Start of your Charge phase.
    TARGET: One or more GENESTEALER CULTS units from your army.
    EFFECT: Select one enemy unit. Until the end of the phase, each time one of your units declares a charge, if that enemy unit is a target of that charge, add 1 to the Charge roll.

Unit Abilities
  • Shanus Daskovian: Master Outrider In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Ran...

    In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Metamorphic Spasm - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HYBRID METAMORPHS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Point-blank Ambush - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while ta...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting enemy units within 12".

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Metamorphic Spasm - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HYBRID METAMORPHS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Point-blank Ambush - 1CP Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while ta...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting enemy units within 12".

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Infiltration Agenda At the end of your turn, you score 4VP if one or more GENESTEALER CULTS units from your army (excluding Battle‐shocke...

    At the end of your turn, you score 4VP if one or more GENESTEALER CULTS units from your army (excluding Battle‐shocked units) are within your opponent’s deployment zone.

    Secondary objective, either/or choice
  • Secondary: Safeguard the Sanctuary At the end of the battle, you score 10VP if you control the objective marker closest to your battlefield edge.

    At the end of the battle, you score 10VP if you control the objective marker closest to your battlefield edge.

    Secondary objective, either/or choice
Opponent’s Turn
Army Rules
  • Cult Ambush Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second bat...

    Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, 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. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

    If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step 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 and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching 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).

    CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

    Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.*

    * *A circular 32mm diameter marker should be used for Cult Ambush markers.*

Enhancement

Priority Kill Order

Choose one enhancement for this Combat Patrol.

Either/or choice

At the start of your Shooting phase, select one enemy unit visible to the bearer. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack that targets that enemy unit, you can re‐roll the Hit roll.

Enhancement

Master of Suppression

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Shooting phase, after the bearer’s unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

Secondary Objective

Infiltration Agenda

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if one or more GENESTEALER CULTS units from your army (excluding Battle‐shocked units) are within your opponent’s deployment zone.

Secondary Objective

Safeguard the Sanctuary

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control the objective marker closest to your battlefield edge.

Cult Ambush

Each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, 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. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step 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 and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching 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).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.*

* *A circular 32mm diameter marker should be used for Cult Ambush markers.*

NameCPCategoryPhasesRules
Metamorphic Spasm1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One HYBRID METAMORPHS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HYBRID METAMORPHS unit from your army that was selected as the ta...
Point-blank Ambush1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting enemy units within 12".
WHEN: Your Shooting phase or the Fight phase. TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot or fight this p...
Swarm the Oppressors1CPstrategicPloyChargeWHEN: Start of your Charge phase.
TARGET: One or more GENESTEALER CULTS units from your army.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your units declares a charge, if that enemy unit is a target of that charge, add 1 to the Charge roll.
WHEN: Start of your Charge phase. TARGET: One or more GENESTEALER CULTS units from your army. EFFECT: Select one enemy unit. Until the end of the p...
AbilityProfile TypeDefinitionUsed By
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Shanus Daskovian / Shanus Daskovian / Cult sniper rifle
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Hybrid Metamorphs / Hybrid Metamorph / Hand flamer
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Atalan Jackals / Atalan Jackals / Atalan small arms; Atalan Jackals / Atalan Wolfquad / Atalan small arms; Hybrid Metamorphs / Hybrid Metamorph / Hand flamer; Hybrid Metamorphs / Hybrid Metamorph Leader / Autopistol; Shanus Daskovian / Shanus Daskovian / AutopistolAtalan Jackals / Atalan Jackals / Atalan small arms; Atalan Jackals / Atalan Wolfquad / Atalan small arms; Hybrid Metamorphs / Hybrid Metamorph / H...
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Shanus Daskovian / Shanus Daskovian / Cult sniper rifle
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Achilles Ridgerunner / Achilles Ridgerunner / Twin heavy stubber
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Hybrid Metamorphs / Hybrid Metamorph / Hand flamer
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Achilles Ridgerunner / Achilles Ridgerunner / Twin heavy stubber
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Genestealer Cults

Hand of the Magus

Magus Veridielle (1 model)Neophyte Hybrids (10 models) Neophyte Hybrids (10 models) Acolyte Hybrids (5 models)Aberrants (5 models)Goliath Rockgrinder (1 model)

Common names:Combat Patrol: Genestealer Cults (Old)Genestealer Cults Combat Patrol OOPNykol ConsortiumLasmar IIIGSCGenestealersCultsCultStar ChildrenMagus VeridielleNeophyte HybridsAcolyte Hybrids

5 units 2 enhancements 3 stratagems 2 secondaries

Magus Veridielle

Magus Veridielle (1 model)

■ This model is equipped with: autopistol; Magus stave.

Combat Patrol datasheet32mm
Magus Veridielle
M6"
T3
Sv5+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autopistol12"13+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Magus stave33+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autopistol12"13+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Magus stave33+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Spiritual LeaderUnit

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.

LeaderUnit

This model can be attached to the following units: ACOLYTE HYBRIDS, NEOPHYTE HYBRIDS

Keywords: Infantry, Character, Psyker, Great Devourer, Magus, Veridielle
Faction Keywords: Genestealer Cults

Neophyte Hybrids

Neophyte Hybrids (10 models)

■ 1 Neophyte Leader is equipped with: autopistol; leader pistol; power weapon.
■ 5 Neophyte Hybrids are equipped with: autopistol; hybrid firearm; close combat weapon.
■ 1 Neophyte Hybrid is equipped with: autopistol; hybrid firearm; close combat weapon; cult icon.
■ 1 Neophyte Hybrid is equipped with: autopistol; heavy stubber; close combat weapon.
■ 1 Neophyte Hybrid is equipped with: autopistol; seismic cannon; close combat weapon.
■ 1 Neophyte Hybrid is equipped with: autopistol; webber; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit sizeNeophyte Hybrids: 25mm Heavy Stubber, Mining Laser, Seismic Cannon: 32mm
Neophyte Leader
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2
Neophyte Hybrid
M6"
T3
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Neophyte Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Leader pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Neophyte Hybrid - Default Wargear
#WeaponRangeABSSAPDAbilities
9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

6Hybrid firearm24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Heavy stubber36"34+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Seismic cannon24"45+6-1D3Heavy, Rapid Fire 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Webber12"D6-201Devastating Wounds, Torrent
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Neophyte Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon14+4-21-
Neophyte Hybrid - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Leader pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

6Hybrid firearm24"14+301Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Heavy stubber36"34+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Seismic cannon24"45+6-1D3Heavy, Rapid Fire 2
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Webber12"D6-201Devastating Wounds, Torrent
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon14+4-21-
9Close combat weapon14+301-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Cult AmbushFaction

Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).
Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into...See Army Rule: Cult Ambush

Keywords: Infantry, Battleline, Great Devourer, Neophyte Hybrids
Faction Keywords: Genestealer Cults

Acolyte Hybrids

Acolyte Hybrids (5 models)

■ 1 Acolyte Leader is equipped with: leader’s cult weapons; autopistol.
■ 2 Acolyte Hybrids are equipped with: autopistol; cult claws and knife.
■ 1 Acolyte Hybrid is equipped with: demolition charges; cult claws and knife.
■ 1 Acolyte Hybrid is equipped with: heavy mining tool.

Combat Patrol datasheet32mm
Acolyte Leader
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC2
Acolyte Hybrid
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Acolyte Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Acolyte Hybrid - Default Wargear
#WeaponRangeABSSAPDAbilities
2Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Demolition charges6"D6+35+12-22Assault, Blast, Hazardous, One Shot
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

One Shot

The bearer can only shoot with this weapon once per battle.

Melee Weapons

Acolyte Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Leader’s cult weapons53+5-21-
Acolyte Hybrid - Default Wargear
#WeaponAWSSAPDAbilities
3Cult claws and knife33+4-11-
1Heavy mining tool23+10-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Demolition charges6"D6+35+12-22Assault, Blast, Hazardous, One Shot
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

One Shot

The bearer can only shoot with this weapon once per battle.

Melee Weapons

#WeaponAWSSAPDAbilities
1Leader’s cult weapons53+5-21-
3Cult claws and knife33+4-11-
1Heavy mining tool23+10-23-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Cult AmbushFaction

Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).
Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into...See Army Rule: Cult Ambush

Vile InsurrectionistsUnit

Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, re-roll a Wound roll of 1 as well.Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective...

Keywords: Infantry, Great Devourer, Acolyte Hybrids
Faction Keywords: Genestealer Cults

Aberrants

Aberrants (5 models)

■ 1 Aberrant Hypermorph is equipped with: heavy improvised weapon; hypermorph tail.
■ 4 Aberrants are equipped with: heavy power weapon.

Combat Patrol version — modified abilities, unit size32mm
Aberrant Hypermorph
M6"
T6
Sv5+
InSV-
W3
Ld7+
OC1
Aberrant
M6"
T6
Sv5+
InSV-
W3
Ld7+
OC1

Melee Weapons

Aberrant Hypermorph - Default Wargear
#WeaponAWSSAPDAbilities
1Heavy improvised weapon53+602-
1Hypermorph tail13+501Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Aberrant - Default Wargear
#WeaponAWSSAPDAbilities
4Heavy power weapon33+8-23-

Melee Weapons

#WeaponAWSSAPDAbilities
1Heavy improvised weapon53+602-
1Hypermorph tail13+501Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

4Heavy power weapon33+8-23-
Keywords: Infantry, Great Devourer, Aberrants
Faction Keywords: Genestealer Cults

Goliath Rockgrinder

Goliath Rockgrinder (1 model)

■ This model is equipped with: clearance incinerator; demolition charge cache; heavy stubber; drilldozer blade.

Combat Patrol version — modified abilities, keywords, unit sizeHull
Goliath Rockgrinder
M12"
T10
Sv3+
InSV-
W10
Ld7+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Clearance incinerator12"2D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Demolition charge cache6"D6+35+12-22Assault, Blast, Hazardous
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Heavy stubber36"34+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Drilldozer blade63+10-22Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Clearance incinerator12"2D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Demolition charge cache6"D6+35+12-22Assault, Blast, Hazardous
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Heavy stubber36"34+401Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Drilldozer blade63+10-22Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Damaged

BracketEffect
DAMAGED: 1-3 WOUNDS REMAININGWhile this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 6Core

Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Keywords: Vehicle, Great Devourer, Goliath Rockgrinder
Faction Keywords: Genestealer Cults

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Magus Veridielle: Spiritual Leader While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability aga...

    While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.

  • Magus Veridielle: Leader This model can be attached to the following units: ACOLYTE HYBRIDS, NEOPHYTE HYBRIDS

    This model can be attached to the following units: ACOLYTE HYBRIDS, NEOPHYTE HYBRIDS

  • Goliath Rockgrinder: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Magus Veridielle: Spiritual Leader While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability aga...

    While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.

  • Goliath Rockgrinder: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Magus Veridielle: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Magus Veridielle: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Neophyte Hybrids: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Acolyte Hybrids: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Magus Veridielle: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Unit Abilities
  • Magus Veridielle: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Neophyte Hybrids: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Acolyte Hybrids: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Goliath Rockgrinder: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Return to the Shadows - 1CP Your unit can make a Normal move of up to D6". If your unit has the MAGUS keyword, it can make a Normal mov...

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is within 9" of that enemy unit.
    EFFECT: Your unit can make a Normal move of up to D6". If your unit has the MAGUS keyword, it can make a Normal move of up to 6" instead.

Army Rules
  • Cult Ambush Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a...

    Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

    If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

    CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Shooting

Your Turn
Patrol Stratagems
  • Defend the Magus - 1CP Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets...

    WHEN: Start of your Shooting phase or start of the Fight phase.
    TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.
    EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Enhancements
  • Enhancement: Psionic Shield While the bearer is leading a unit, each time a ranged attack is allocated to a model in that unit, add 1 to the savi...

    While the bearer is leading a unit, each time a ranged attack is allocated to a model in that unit, add 1 to the saving throw made against that attack.

    Enhancement, either/or choice
Unit Abilities
  • Goliath Rockgrinder: Firing Deck 6 Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 6 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: One Shot The bearer can only shoot with this weapon once per battle.

    The bearer can only shoot with this weapon once per battle.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Lurking Killers - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One GENESTEALER CULTS INFANTRY unit from your army (excluding ABERRANT units) that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Defend the Magus - 1CP Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets...

    WHEN: Start of your Shooting phase or start of the Fight phase.
    TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.
    EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Enhancements
  • Enhancement: Resonance Stave Melee weapons equipped by the bearer have the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities.

    Melee weapons equipped by the bearer have the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Defend the Magus - 1CP Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets...

    WHEN: Start of your Shooting phase or start of the Fight phase.
    TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.
    EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Rise Up From the second battle round onwards, at the end of your opponent’s turn, roll one D6 for each objective marker you c...

    From the second battle round onwards, at the end of your opponent’s turn, roll one D6 for each objective marker you control that has one or more NEOPHYTE HYBRID units from your army within range of it (excluding Battle-shocked units): on a 1-3, you score 1VP; on a 4+, you score 3VP

    Secondary objective, either/or choice
  • Secondary: Will of the Patriarch At the end of the battle, you score 15VP if your MAGUS model is within 3" of the centre of the battlefield.

    At the end of the battle, you score 15VP if your MAGUS model is within 3" of the centre of the battlefield.

    Secondary objective, either/or choice
Unit Abilities
  • Acolyte Hybrids: Vile Insurrectionists Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of th...

    Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, re-roll a Wound roll of 1 as well.

Enhancement

Psionic Shield

Choose one enhancement for this Combat Patrol.

MagusEither/or choice

While the bearer is leading a unit, each time a ranged attack is allocated to a model in that unit, add 1 to the saving throw made against that attack.

Enhancement

Resonance Stave

Choose one enhancement for this Combat Patrol.

MagusEither/or choice

Melee weapons equipped by the bearer have the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities.

Secondary Objective

Rise Up

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your opponent’s turn, roll one D6 for each objective marker you control that has one or more NEOPHYTE HYBRID units from your army within range of it (excluding Battle-shocked units): on a 1-3, you score 1VP; on a 4+, you score 3VP

Secondary Objective

Will of the Patriarch

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 15VP if your MAGUS model is within 3" of the centre of the battlefield.

Cult Ambush

Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a BATTLELINE unit. On a 4+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.

*A circular marker 32mm in diameter should be used for Cult Ambush markers.

When playing a Combat Patrol battle, in battle rounds four and five, you cannot set up any units that are in Cult Ambush on the battlefield.

NameCPCategoryPhasesRules
Defend the Magus1CPepicDeedShooting, FightWHEN: Start of your Shooting phase or start of the Fight phase.
TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.
EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
WHEN: Start of your Shooting phase or start of the Fight phase. TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of...
Lurking Killers1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One GENESTEALER CULTS INFANTRY unit from your army (excluding ABERRANT units) that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One GENESTEALER CULTS INFANTRY unit from your army...
Return to the Shadows1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is within 9" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to D6". If your unit has the MAGUS keyword, it can make a Normal move of up to 6" instead.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One GENESTEALER CULTS INFANTRY uni...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Acolyte Hybrids / Acolyte Hybrid / Demolition charges; Goliath Rockgrinder / Goliath Rockgrinder / Demolition charge cache
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Acolyte Hybrids / Acolyte Hybrid / Demolition charges; Goliath Rockgrinder / Goliath Rockgrinder / Demolition charge cache
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Neophyte Hybrids / Neophyte Hybrid / Webber
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Aberrants / Aberrant Hypermorph / Hypermorph tail
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Acolyte Hybrids / Acolyte Hybrid / Demolition charges; Goliath Rockgrinder / Goliath Rockgrinder / Demolition charge cache
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Neophyte Hybrids / Neophyte Hybrid / Seismic cannon
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Goliath Rockgrinder / Goliath Rockgrinder / Clearance incinerator
One ShotRangedThe bearer can only shoot with this weapon once per battle.Acolyte Hybrids / Acolyte Hybrid / Demolition charges
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Acolyte Hybrids / Acolyte Hybrid / Autopistol; Acolyte Hybrids / Acolyte Leader / Autopistol; Magus Veridielle / Magus Veridielle / Autopistol; Neophyte Hybrids / Neophyte Hybrid / Autopistol; Neophyte Hybrids / Neophyte Leader / Autopistol; Neophyte Hybrids / Neophyte Leader / Leader pistolAcolyte Hybrids / Acolyte Hybrid / Autopistol; Acolyte Hybrids / Acolyte Leader / Autopistol; Magus Veridielle / Magus Veridielle / Autopistol; Neo...
PsychicMeleeIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Magus Veridielle / Magus Veridielle / Magus stave
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Neophyte Hybrids / Neophyte Hybrid / Hybrid firearm
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Neophyte Hybrids / Neophyte Hybrid / Seismic cannon
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Goliath Rockgrinder / Goliath Rockgrinder / Heavy stubber; Neophyte Hybrids / Neophyte Hybrid / Heavy stubber
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Goliath Rockgrinder / Goliath Rockgrinder / Drilldozer blade
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Goliath Rockgrinder / Goliath Rockgrinder / Clearance incinerator; Neophyte Hybrids / Neophyte Hybrid / Webber
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Grey Knights

Aurellios’ Banishers

Librarian Aurellios (1 model)Strike Squad (5 models)Brotherhood Terminator Squad (5 models)Nemesis Dreadknight (1 model)

Common names:Aurelio's BanishersAurelioCombat Patrol: Grey KnightsLibrarian in Terminator ArmourGrand Master in Nemesis DreadknightPaladinsTeleport AssaultBanisherPsykerSpace MarinesMarinesDaemonhunters

4 units 2 enhancements 3 stratagems 2 secondaries

Librarian Aurellios

Librarian Aurellios (1 model)

■ This model is equipped with: Purge Soul; Nemesis force weapon.

Combat Patrol datasheet40mmInvulnerable 4+
Librarian Aurellios
M5"
T5
Sv2+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Purge soul - witchfire24"13+6-23Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Purge soul - focused witchfire24"13+6-23Precision, Psychic, Hazardous
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Nemesis force weapon42+6-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Purge soul - witchfire24"13+6-23Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Purge soul - focused witchfire24"13+6-23Precision, Psychic, Hazardous
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Nemesis force weapon42+6-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Teleport AssaultFaction

At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.

In the Reinforcements step of your next Movement phase, set that unit up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.
At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engageme...See Army Rule: Teleport Assault

Sanctic HoodUnit

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

LeaderUnit

This model can be attached to the following unit: BROTHERHOOD TERMINATOR SQUAD.

Keywords: Infantry, Character, Terminator, Psyker, Imperium, Librarian, Aurellios
Faction Keywords: Grey Knights

Strike Squad

Strike Squad (5 models)

■ 1 Justicar is equipped with: storm bolter; Nemesis force weapon.
■ 3 Grey Knights are equipped with: storm bolter; Nemesis force weapon.
■ 1 Grey Knight is equipped with: psilencer; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Justicar
M6"
T4
Sv2+
InSV-
W2
Ld6+
OC2
Grey Knight
M6"
T4
Sv2+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Justicar - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Grey Knight - Default Wargear
#WeaponRangeABSSAPDAbilities
3Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psilencer24"63+501Psychic, Sustained Hits 1
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

Justicar - Default Wargear
#WeaponAWSSAPDAbilities
1Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Grey Knight - Default Wargear
#WeaponAWSSAPDAbilities
3Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psilencer24"63+501Psychic, Sustained Hits 1
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
4Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Close combat weapon33+401-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Teleport AssaultFaction

At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.

In the Reinforcements step of your next Movement phase, set that unit up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.
At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engageme...See Army Rule: Teleport Assault

Keywords: Infantry, Battleline, Psyker, Imperium, Strike Squad
Faction Keywords: Grey Knights

Brotherhood Terminator Squad

Brotherhood Terminator Squad (5 models)

■ 1 Terminator Justicar is equipped with: storm bolter; Nemesis force weapon.
■ 3 Brotherhood Terminators are equipped with: storm bolter; Nemesis force weapon.
■ 1 Brotherhood Terminator is equipped with: psycannon; Nemesis force weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size40mmInvulnerable 4+
Terminator Justicar
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC2
Brotherhood Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

Terminator Justicar - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Brotherhood Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
3Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

Terminator Justicar - Default Wargear
#WeaponAWSSAPDAbilities
1Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Brotherhood Terminator - Default Wargear
#WeaponAWSSAPDAbilities
4Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
5Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Teleport AssaultFaction

At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.

In the Reinforcements step of your next Movement phase, set that unit up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.
At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engageme...See Army Rule: Teleport Assault

Hammerhand [Psychic]Unit

Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS]...

Keywords: Infantry, Battleline, Psyker, Terminator, Imperium, Brotherhood Terminator Squad
Faction Keywords: Grey Knights

Nemesis Dreadknight

Nemesis Dreadknight (1 model)

■ This model is equipped with: heavy psycannon; Nemesis greatsword.

Combat Patrol version — modified abilities, unit size120 x 92mm Oval BaseInvulnerable 4+
Nemesis Dreadknight
M8"
T8
Sv2+
InSV4+
W13
Ld6+
OC4

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy psycannon24"63+10-13Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Nemesis greatsword - strike53+10-2D6Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Nemesis greatsword - sweep103+5-11Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Heavy psycannon24"63+10-13Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Nemesis greatsword - strike53+10-2D6Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Nemesis greatsword - sweep103+5-11Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Keywords: Vehicle, Walker, Psyker, Imperium, Nemesis Dreadknight
Faction Keywords: Grey Knights

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Librarian Aurellios: Sanctic Hood While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability aga...

    While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

  • Librarian Aurellios: Leader This model can be attached to the following unit: BROTHERHOOD TERMINATOR SQUAD.

    This model can be attached to the following unit: BROTHERHOOD TERMINATOR SQUAD.

  • Nemesis Dreadknight: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Librarian Aurellios: Sanctic Hood While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability aga...

    While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

  • Nemesis Dreadknight: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Librarian Aurellios: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Librarian Aurellios: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Strike Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Brotherhood Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Librarian Aurellios: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Banishment Stone (Psychic) Each time the bearer destroys an enemy CHARACTER model, roll one D6: on a 2+, you gain 1CP.

    Each time the bearer destroys an enemy CHARACTER model, roll one D6: on a 2+, you gain 1CP.

    Enhancement, either/or choice

Movement

Your Turn
Unit Abilities
  • Librarian Aurellios: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Strike Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Brotherhood Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Army Rules
  • Teleport Assault At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding...

    At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.

    In the Reinforcements step of your next Movement phase, set that unit up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Warded Plate - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Unit Abilities
  • Brotherhood Terminator Squad: Hammerhand [Psychic] Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons...

    Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Warded Plate - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Unyielding to the Last - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Brotherhood Terminator Squad: Hammerhand [Psychic] Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons...

    Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Warded Plate - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Unyielding to the Last - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

  • Emergency Teleport - 2CP Until the end of the turn, your unit is eligible to be selected for the Teleport Assault ability, even thou...

    WHEN: Your opponent’s Fight phase.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that is within Engagement Range of one or more enemy units.
    EFFECT: Until the end of the turn, your unit is eligible to be selected for the Teleport Assault ability, even though it is within Engagement Range of enemy units.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Dominating Aura (Psychic) The bearer has an Objective Control characteristic of 3.

    The bearer has an Objective Control characteristic of 3.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Champion of Titan You score 6VP each time your WARLORD destroys an enemy CHARACTER model.

    You score 6VP each time your WARLORD destroys an enemy CHARACTER model.

    Secondary objective, either/or choice
  • Secondary: No Escape At the end of any of your opponent’s turns, you score 10VP if you control the objective marker closest to your oppone...

    At the end of any of your opponent’s turns, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge and you control the objective marker closest to your own battlefield edge.

    You can only score VP from this objective once per battle.

    Secondary objective, either/or choice

Enhancement

Banishment Stone (Psychic)

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer destroys an enemy CHARACTER model, roll one D6: on a 2+, you gain 1CP.

Enhancement

Dominating Aura (Psychic)

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has an Objective Control characteristic of 3.

Secondary Objective

Champion of Titan

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 6VP each time your WARLORD destroys an enemy CHARACTER model.

Secondary Objective

No Escape

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of any of your opponent’s turns, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge and you control the objective marker closest to your own battlefield edge.

You can only score VP from this objective once per battle.

Teleport Assault

At the end of your opponent’s turn, you can select one GREY KNIGHTS unit from your army with this ability (excluding units that are within Engagement Range of one or more enemy units). Remove that unit from the battlefield.

In the Reinforcements step of your next Movement phase, set that unit up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. Any units that are not on the battlefield at the end of the battle count as destroyed.

NameCPCategoryPhasesRules
Warded Plate1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One GREY KNIGHTS INFANTRY unit...
Unyielding to the Last1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as th...
Emergency Teleport2CPstrategicPloyFightWHEN: Your opponent’s Fight phase.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that is within Engagement Range of one or more enemy units.
EFFECT: Until the end of the turn, your unit is eligible to be selected for the Teleport Assault ability, even though it is within Engagement Range of enemy units.
WHEN: Your opponent’s Fight phase. TARGET: One GREY KNIGHTS INFANTRY unit from your army that is within Engagement Range of one or more enemy units...
AbilityProfile TypeDefinitionUsed By
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Librarian Aurellios / Librarian Aurellios / Purge soul
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Librarian Aurellios / Librarian Aurellios / Purge soul
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Brotherhood Terminator Squad / Brotherhood Terminator / Nemesis force weapon; Brotherhood Terminator Squad / Brotherhood Terminator / Psycannon; Brotherhood Terminator Squad / Terminator Justicar / Nemesis force weapon; Librarian Aurellios / Librarian Aurellios / Nemesis force weapon; Librarian Aurellios / Librarian Aurellios / Purge soul; Nemesis Dreadknight / Nemesis Dreadknight / Heavy psycannon; Nemesis Dreadknight / Nemesis Dreadknight / Nemesis greatsword; Strike Squad / Grey Knight / Nemesis force weapon; Strike Squad / Grey Knight / Psilencer; Strike Squad / Justicar / Nemesis force weaponBrotherhood Terminator Squad / Brotherhood Terminator / Nemesis force weapon; Brotherhood Terminator Squad / Brotherhood Terminator / Psycannon; Br...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Brotherhood Terminator Squad / Brotherhood Terminator / Storm bolter; Brotherhood Terminator Squad / Terminator Justicar / Storm bolter; Strike Squad / Grey Knight / Storm bolter; Strike Squad / Justicar / Storm bolterBrotherhood Terminator Squad / Brotherhood Terminator / Storm bolter; Brotherhood Terminator Squad / Terminator Justicar / Storm bolter; Strike Squ...
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Strike Squad / Grey Knight / Psilencer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Grey Knights

Crowe’s Sanctifiers

Castellan Crowe (1 model)Strike Squad (10 models)Brotherhood Terminator Squad (5 models)Venerable Dreadnought (1 model)

Common names:Castellan CroweCombat Patrol: Grey KnightsBlack Blade of AntwyrPurifier SquadPurgation SquadInterceptor SquadPaladin SquadSpace MarinesMarinesDaemonhuntersDaemon HuntersOrdo Malleus

4 units 2 enhancements 3 stratagems 0 secondaries

Castellan Crowe

1 Castellan Crowe (1 model)

■ This model is equipped with: Purifying Flame; storm bolter; Black Blade of Antwyr.

Combat Patrol version — modified abilities, keywords, unit size40mmInvulnerable 4+
Castellan Crowe
M6"
T4
Sv2+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Purifying Flame18"32+4-21Anti-infantry 2+, Ignores Cover, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Black Blade of Antwyr52+6-22Devastating Wounds, Precision
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Purifying Flame18"32+4-21Anti-infantry 2+, Ignores Cover, Psychic
Anti-infantry 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Black Blade of Antwyr52+6-22Devastating Wounds, Precision
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Occult InterdictionFaction

This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.
This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datash...See Army Rule: Occult Interdiction

Foesight [Psychic]Unit

Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll

Keywords: Infantry, Character, Epic Hero, Psyker, Imperium, Castellan Crowe
Faction Keywords: Grey Knights

Strike Squad

Strike Squad (10 models)

■ The Justicar is equipped with: storm bolter; Nemesis force weapon.
■ 1 Grey Knight is equipped with: incinerator; close combat weapon.
■ 1 Grey Knight is equipped with: psycannon; close combat weapon.
■ 7 Grey Knights are equipped with: storm bolter; Nemesis force weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Justicar
M6"
T4
Sv2+
InSV-
W2
Ld6+
OC2
Grey Knight
M6"
T4
Sv2+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Justicar - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Grey Knight - Default Wargear
#WeaponRangeABSSAPDAbilities
7Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Incinerator12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Justicar - Default Wargear
#WeaponAWSSAPDAbilities
1Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Grey Knight - Default Wargear
#WeaponAWSSAPDAbilities
7Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

2Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
8Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Incinerator12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
8Nemesis force weapon33+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

2Close combat weapon33+401-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Occult InterdictionFaction

This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.
This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datash...See Army Rule: Occult Interdiction

Keywords: Infantry, Psyker, Imperium, Strike Squad
Faction Keywords: Grey Knights

Brotherhood Terminator Squad

Brotherhood Terminator Squad (5 models)

■ The Terminator Justicar is equipped with: storm bolter; Nemesis force weapon.
■ 1 Brotherhood Terminator is equipped with: psycannon; Nemesis force weapon.
■ 3 Brotherhood Terminators are equipped with: storm bolter; Nemesis force weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size40mmInvulnerable 4+
Terminator Justicar
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC2
Brotherhood Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC2

Ranged Weapons

Terminator Justicar - Default Wargear
#WeaponRangeABSSAPDAbilities
1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Brotherhood Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
3Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

Terminator Justicar - Default Wargear
#WeaponAWSSAPDAbilities
1Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Brotherhood Terminator - Default Wargear
#WeaponAWSSAPDAbilities
4Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Psycannon24"33+8-12Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
5Nemesis force weapon43+6-22Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Occult InterdictionFaction

This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.
This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datash...See Army Rule: Occult Interdiction

Force Edge [Psychic]Unit

Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration character...

Keywords: Infantry, Psyker, Terminator, Imperium, Brotherhood Terminator Squad
Faction Keywords: Grey Knights

Venerable Dreadnought

1 Venerable Dreadnought (1 model)

■ This model is equipped with: twin lascannon; storm bolter; Dreadnought combat weapon.

Combat Patrol version — modified abilities, unit size60mm
Venerable Dreadnought
M8"
T9
Sv2+
InSV-
W8
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin lascannon48"13+12-3D6+1Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Dreadnought combat weapon53+12-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Twin lascannon48"13+12-3D6+1Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Storm bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Dreadnought combat weapon53+12-23-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Occult InterdictionFaction

This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.
This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datash...See Army Rule: Occult Interdiction

Guidance of the Ancients [Psychic]Unit

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a model from a GREY KNIGHTS unit in your army makes an attack that targets that unit, add 1 to the Hit roll.In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time...

Keywords: Vehicle, Walker, Character, Psyker, Smoke, Imperium, Venerable Dreadnought
Faction Keywords: Grey Knights

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Concealing Wards The bearer has the Lone Operative and Stealth abilities.

    The bearer has the Lone Operative and Stealth abilities.

    Enhancement, either/or choice
Unit Abilities
  • Castellan Crowe: Foesight [Psychic] Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit...

    Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll

  • Venerable Dreadnought: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Venerable Dreadnought: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Castellan Crowe: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Strike Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Brotherhood Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Venerable Dreadnought: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Patrol Stratagems
  • Into the Maelstrom - 1CP Until the end of the phase, each time your unit is set up on the battlefield using the Deep Strike ability,...

    WHEN: The Reinforcements step of your Movement phase.
    TARGET: One GREY KNIGHTS unit from your army in Reserves.
    EFFECT: Until the end of the phase, each time your unit is set up on the battlefield using the Deep Strike ability, you can set it up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but if you do, until the end of the turn, it is not eligible to declare a charge.

Secondary Objectives
  • Sanctifying Rites At the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one...

    At the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one GREY KNIGHTS unit from your army within range of that objective marker to attempt to sanctify it, if that unit did not Advance this turn and is not within Engagement Range of one or more enemy units. If you do, at the start of your next Movement phase or at the end of the battle (whichever comes first), if that GREY KNIGHTS unit is still within range of that objective marker, that objective marker becomes sanctified by your army and you score the number of VP shown in the table below.

Army Rules
  • Occult Interdiction This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading...

    This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

    ■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
    ■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.

Unit Abilities
  • Castellan Crowe: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Strike Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Brotherhood Terminator Squad: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Venerable Dreadnought: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Sorcerous Conflagration The bearer’s Purifying Flame weapon has a Ballistic Skill characteristic of ’N/A’ and has the [TORRENT] and [TWIN-LIN...

    The bearer’s Purifying Flame weapon has a Ballistic Skill characteristic of ’N/A’ and has the [TORRENT] and [TWIN-LINKED] abilities.

    Enhancement, either/or choice
Unit Abilities
  • Venerable Dreadnought: Guidance of the Ancients [Psychic] In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more o...

    In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a model from a GREY KNIGHTS unit in your army makes an attack that targets that unit, add 1 to the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-infantry 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Resolute Ritualists - 2CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Unit Abilities
  • Brotherhood Terminator Squad: Force Edge [Psychic] Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS...

    Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Resolute Ritualists - 2CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

  • Empyric Gate - 1CP Remove your unit from the battlefield and place it into Strategic Reserves.

    WHEN: End of your opponent’s Fight phase.
    TARGET: One GREY KNIGHTS unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Unit Abilities
  • Brotherhood Terminator Squad: Force Edge [Psychic] Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS...

    Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Sanctifying Rites At the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one...

    At the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one GREY KNIGHTS unit from your army within range of that objective marker to attempt to sanctify it, if that unit did not Advance this turn and is not within Engagement Range of one or more enemy units. If you do, at the start of your next Movement phase or at the end of the battle (whichever comes first), if that GREY KNIGHTS unit is still within range of that objective marker, that objective marker becomes sanctified by your army and you score the number of VP shown in the table below.

Army Rules
  • Occult Interdiction This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading...

    This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

    ■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
    ■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.

Enhancement

Concealing Wards

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities.

Enhancement

Sorcerous Conflagration

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s Purifying Flame weapon has a Ballistic Skill characteristic of ’N/A’ and has the [TORRENT] and [TWIN-LINKED] abilities.

Occult Interdiction

This Combat Patrol represents a highly specialised task force of Grey Knights sent in to purge a region of spreading Warp taint. As such its datasheets do not use the normal Grey Knights Faction ability - Gate of Infinity - and it does not follow the usual rules when playing a Combat Patrol mission. Instead:

■ At the start of the battle, the BROTHERHOOD TERMINATOR SQUAD and the VENERABLE DREADNOUGHT units must start the battle in Reserves using their Deep Strike ability. Because of the need to acquire a teleport lock amidst growing empyric interference, they cannot be set up from Reserves before the third battle round.
■ You will not score any VP from the mission’s Primary Objectives, nor will you have a choice of Secondary Objectives. So focused are the Grey Knights on their singular task, you will only be able to score VP from the Sanctifying Rites objective.

NameCPCategoryPhasesRules
Resolute Ritualists2CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One GREY KNIGHTS INFANTRY unit from your army that was selected as th...
Into the Maelstrom1CPstrategicPloyMovementWHEN: The Reinforcements step of your Movement phase.
TARGET: One GREY KNIGHTS unit from your army in Reserves.
EFFECT: Until the end of the phase, each time your unit is set up on the battlefield using the Deep Strike ability, you can set it up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but if you do, until the end of the turn, it is not eligible to declare a charge.
WHEN: The Reinforcements step of your Movement phase. TARGET: One GREY KNIGHTS unit from your army in Reserves. EFFECT: Until the end of the phase,...
Empyric Gate1CPstrategicPloyFightWHEN: End of your opponent’s Fight phase.
TARGET: One GREY KNIGHTS unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
WHEN: End of your opponent’s Fight phase. TARGET: One GREY KNIGHTS unit from your army that is not within Engagement Range of one or more enemy uni...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Castellan Crowe / Castellan Crowe / Purifying Flame
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Castellan Crowe / Castellan Crowe / Black Blade of Antwyr
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Castellan Crowe / Castellan Crowe / Purifying Flame; Strike Squad / Grey Knight / Incinerator
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Castellan Crowe / Castellan Crowe / Black Blade of Antwyr
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Brotherhood Terminator Squad / Brotherhood Terminator / Nemesis force weapon; Brotherhood Terminator Squad / Brotherhood Terminator / Psycannon; Brotherhood Terminator Squad / Terminator Justicar / Nemesis force weapon; Castellan Crowe / Castellan Crowe / Purifying Flame; Strike Squad / Grey Knight / Nemesis force weapon; Strike Squad / Grey Knight / Psycannon; Strike Squad / Justicar / Nemesis force weaponBrotherhood Terminator Squad / Brotherhood Terminator / Nemesis force weapon; Brotherhood Terminator Squad / Brotherhood Terminator / Psycannon; Br...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Brotherhood Terminator Squad / Brotherhood Terminator / Storm bolter; Brotherhood Terminator Squad / Terminator Justicar / Storm bolter; Castellan Crowe / Castellan Crowe / Storm bolter; Strike Squad / Grey Knight / Storm bolter; Strike Squad / Justicar / Storm bolter; Venerable Dreadnought / Venerable Dreadnought / Storm bolterBrotherhood Terminator Squad / Brotherhood Terminator / Storm bolter; Brotherhood Terminator Squad / Terminator Justicar / Storm bolter; Castellan...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Strike Squad / Grey Knight / Incinerator
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Venerable Dreadnought / Venerable Dreadnought / Twin lascannon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...
NameText
Sanctifying RitesAt the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one GREY KNIGHTS unit from your army within range of that objective marker to attempt to sanctify it, if that unit did not Advance this turn and is not within Engagement Range of one or more enemy units. If you do, at the start of your next Movement phase or at the end of the battle (whichever comes first), if that GREY KNIGHTS unit is still within range of that objective marker, that objective marker becomes sanctified by your army and you score the number of VP shown in the table below.At the end of your Movement phase, for each objective marker that is not sanctified by your army, you can select one GREY KNIGHTS unit from your ar...

Heretic Astartes

Dark Zealots

Ghallaron the Pious (3 models)Legionaries (10 models)Havocs (5 models)Helbrute (1 model)

Common names:Combat Patrol: Chaos Space MarinesCombat Patrol: Chaos Space Marines (Old)Dark ApostleDark DisciplesZealotApostleChaosChaos Space MarinesCSMTraitor MarinesChaos MarinesTraitor Legions

4 units 2 enhancements 3 stratagems 2 secondaries

Ghallaron the Pious

Ghallaron the Pious (3 models)

■ 1 Ghallaron the Pious is equipped with: bolt pistol; accursed crozius.
■ 2 Dark Disciples are equipped with: close combat weapon.

Combat Patrol datasheetGhallaron the Pious: 40mm Dark Disciple: 25mmInvulnerable 4+
Ghallaron the Pious
M6"
T4
Sv3+
InSV4+
W4
Ld5+
OC1
Dark Disciple
M6"
T4
Sv6+
InSV4+
W1
Ld7+
OC1

Ranged Weapons

Ghallaron the Pious - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Dark Disciple - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon14+301-
Ghallaron the Pious - Default Wargear
#WeaponAWSSAPDAbilities
1Accursed crozius52+6-12-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon14+301-
1Accursed crozius52+6-12-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Dark ZealotryUnit

While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a model in that unit makes a melee attack, add 1 to the Wound roll.While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a model in that unit makes a melee attack, add 1 to the Wound...

LeaderUnit

This unit can be attached to the following unit: LEGIONARIES

Keywords: Infantry, Chaos, Character, Dark Apostle, Ghallaron the Pious
Faction Keywords: Chaos Space Marines

Legionaries

Legionaries (10 models)

■ 1 Aspiring Champion is equipped with: plasma pistol; accursed weapon.
■ 4 Legionaries are equipped with: bolt pistol; boltgun; close combat weapon.
■ 2 Legionaries are equipped with: bolt pistol; Astartes chainsword.
■ 1 Legionary is equipped with: bolt pistol; Astartes chainsword; Chaos icon.
■ 1 Legionary is equipped with: bolt pistol; heavy bolter; close combat weapon.
■ 1 Legionary is equipped with: bolt pistol; meltagun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Aspiring Champion
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Legionary
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Aspiring Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Legionary - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Boltgun24"23+401-
1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

Aspiring Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
Legionary - Default Wargear
#WeaponAWSSAPDAbilities
6Close combat weapon33+401-
3Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

4Boltgun24"23+401-
1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
6Close combat weapon33+401-
3Astartes chainsword43+4-11-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Battleline, Chaos, Legionaries
Faction Keywords: Chaos Space Marines

Havocs

Havocs (5 models)

■ 1 Havoc Champion is equipped with: plasma gun; Astartes chainsword.
■ 1 Havoc is equipped with: Havoc heavy bolter; close combat weapon.
■ 1 Havoc is equipped with: Havoc lascannon; close combat weapon.
■ 1 Havoc is equipped with: Havoc missile launcher; close combat weapon.
■ 1 Havoc is equipped with: Havoc reaper chaincannon; close combat weapon.

Combat Patrol version — modified abilities, unit size40mm
Havoc Champion
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC1
Havoc
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Havoc Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Havoc - Default Wargear
#WeaponRangeABSSAPDAbilities
1Havoc heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Havoc lascannon48"13+12-3D6+1-
1Havoc missile launcher - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Havoc missile launcher - krak48"13+9-2D6-
1Havoc reaper chaincannon24"83+501-

Melee Weapons

Havoc Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
Havoc - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma gun - standard24"13+7-21Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Plasma gun - supercharge24"13+8-32Hazardous, Rapid Fire 1
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Havoc heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Havoc lascannon48"13+12-3D6+1-
1Havoc missile launcher - frag48"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Havoc missile launcher - krak48"13+9-2D6-
1Havoc reaper chaincannon24"83+501-

Melee Weapons

#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
4Close combat weapon33+401-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Keywords: Infantry, Chaos, Havocs
Faction Keywords: Chaos Space Marines

Helbrute

Helbrute (1 model)

■ This model is equipped with: Helbrute plasma cannon; Helbrute hammer.

Combat Patrol version — modified abilities, unit size60mm
Helbrute
M6"
T9
Sv2+
InSV-
W8
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Helbrute plasma cannon36"D33+8-33Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Helbrute hammer54+14-3D6+1-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Helbrute plasma cannon36"D33+8-33Blast, Hazardous
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Melee Weapons

#WeaponAWSSAPDAbilities
1Helbrute hammer54+14-3D6+1-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Keywords: Vehicle, Walker, Chaos, Helbrute
Faction Keywords: Chaos Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Infernal Blessing The bearer has the Feel No Pain 5+ ability.

    The bearer has the Feel No Pain 5+ ability.

    Enhancement, either/or choice
Unit Abilities
  • Ghallaron the Pious: Leader This unit can be attached to the following unit: LEGIONARIES

    This unit can be attached to the following unit: LEGIONARIES

  • Helbrute: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Helbrute: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Enhancements
  • Enhancement: Hateful Exhortation At the start of the first battle round, select one enemy unit. Until the end of the battle, each time a model in the...

    At the start of the first battle round, select one enemy unit. Until the end of the battle, each time a model in the bearer’s unit makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

    Enhancement, either/or choice
Unit Abilities
  • Ghallaron the Pious: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Legionaries: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Opponent’s Turn
Unit Abilities
  • Ghallaron the Pious: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Malicious Volleys - 1CP Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If tha...

    WHEN: Your Shooting phase.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that attack targets a unit that is Below Half-strength, you can re-roll the Hit roll instead.

Army Rules
  • Dark Pacts Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the...

    Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

    • [LETHAL HITS]
    • [SUSTAINED HITS 1]

    Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Empyric Rites - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Empyric Rites - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

  • Bitter Blows - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Ghallaron the Pious: Dark Zealotry While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a mode...

    While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a model in that unit makes a melee attack, add 1 to the Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Empyric Rites - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

  • Bitter Blows - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Ghallaron the Pious: Dark Zealotry While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a mode...

    While this unit is leading a unit and contains a GHALLARON THE PIOUS model, each time a model in that unit makes a melee attack, add 1 to the Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Champion of the Dark Gods At the end of each phase, you score 3VP if your DARK APOSTLE model destroyed one or more enemy models that phase.

    At the end of each phase, you score 3VP if your DARK APOSTLE model destroyed one or more enemy models that phase.

    Secondary objective, either/or choice
  • Secondary: Idolatrous Despoilers At the end of your opponent’s turn, you score 4VP if one or more units from your army (excluding Battle-shocked units...

    At the end of your opponent’s turn, you score 4VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice

Enhancement

Hateful Exhortation

Choose one enhancement for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy unit. Until the end of the battle, each time a model in the bearer’s unit makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

Enhancement

Infernal Blessing

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Feel No Pain 5+ ability.

Secondary Objective

Champion of the Dark Gods

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 3VP if your DARK APOSTLE model destroyed one or more enemy models that phase.

Secondary Objective

Idolatrous Despoilers

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 4VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Dark Pacts

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

NameCPCategoryPhasesRules
Empyric Rites1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES INFANTRY u...
Bitter Blows1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES INFANTRY unit from your army that was selected a...
Malicious Volleys1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that attack targets a unit that is Below Half-strength, you can re-roll the Hit roll instead.
WHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. EFFECT: Until...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Havocs / Havoc / Havoc missile launcher; Helbrute / Helbrute / Helbrute plasma cannon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Havocs / Havoc Champion / Plasma gun; Helbrute / Helbrute / Helbrute plasma cannon; Legionaries / Aspiring Champion / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Legionaries / Legionary / Heavy bolter
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Legionaries / Legionary / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Ghallaron the Pious / Ghallaron the Pious / Bolt pistol; Legionaries / Aspiring Champion / Plasma pistol; Legionaries / Legionary / Bolt pistol
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Havocs / Havoc Champion / Plasma gun
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Havocs / Havoc / Havoc heavy bolter; Legionaries / Legionary / Heavy bolter
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Heretic Astartes

Masters of Terror

Chaos Lord with Jump Pack (1 model)Nemesis Claw (10 models)Chosen (5 models)Chaos Rhino (1 model)

Common names:Night Lords WarbandCombat Patrol: Night LordsChaos Space Marines - Night LordsNight Lords Combat PatrolNight LordsVIII LegionSons of CurzeNemesis Claw upgrade sprueNight Lords upgrade frameJump PackTerrorGore

4 units 2 enhancements 3 stratagems 2 secondaries

Chaos Lord with Jump Pack

■ 1 Chaos Lord with Jump Pack

This model is equipped with: twin lightning claws.

Combat Patrol version — modified abilities, keywords, unit size40mmInvulnerable 4+
Chaos Lord with Jump Pack
M12"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Twin lightning claws62+5-21Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Twin lightning claws62+5-21Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS] 
• [SUSTAINED HITS 1] 

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Cruel HunterUnit

Each time this unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".

Keywords: Infantry, Character, Jump Pack, Fly, Chaos, Chaos Lord
Faction Keywords: Chaos Space Marines

Chaos Rhino

■ 1 Chaos Rhino

This model is equipped with: combi-bolter; armoured tracks.

Combat Patrol version — modified abilitiesHull
Chaos Rhino
M12"
T9
Sv3+
InSV-
W10
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Combi-bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Combi-bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 2Core

Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS] 
• [SUSTAINED HITS 1] 

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

TransportUnit

This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Smoke, Chaos, Rhino
Faction Keywords: Chaos Space Marines

Chosen

■ 1 Chosen Champion
■ 4 Chosen

Every model is equipped with: boltgun; bolt pistol; accursed weapon.

Combat Patrol version — modified keywords, unit size32mm
Chosen Champion
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC1
Chosen
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC1

Ranged Weapons

Chosen Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Boltgun24"23+401-
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Chosen - Default Wargear
#WeaponRangeABSSAPDAbilities
4Boltgun24"23+401-
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Chosen Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
Chosen - Default Wargear
#WeaponAWSSAPDAbilities
4Accursed weapon43+5-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Boltgun24"23+401-
5Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
5Accursed weapon43+5-21-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS] 
• [SUSTAINED HITS 1] 

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Chosen MaraudersUnit

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Keywords: Infantry, Chaos, Chosen
Faction Keywords: Chaos Space Marines

Nemesis Claw

■ 1 Visionary
■ 9 Legionaries

The Visionary is equipped with: plasma pistol; power fist.
Seven Legionaries are equipped with: bolt pistol; Astartes chainsword; close combat weapon.
One Legionary is equipped with: bolt pistol; flamer; close combat weapon.
One Legionary is equipped with: bolt pistol; close combat weapon; Nostraman chainglaive.

Combat Patrol version — modified abilities, keywords, unit size32mm
Visionary
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1
Legionary
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Visionary - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Legionary - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Visionary - Default Wargear
#WeaponAWSSAPDAbilities
1Power fist33+8-22-
Legionary - Default Wargear
#WeaponAWSSAPDAbilities
7Astartes chainsword43+4-11-
9Close combat weapon33+401-
1Nostraman chainglaive43+8-21Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power fist33+8-22-
7Astartes chainsword43+4-11-
9Close combat weapon33+401-
1Nostraman chainglaive43+8-21Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS] 
• [SUSTAINED HITS 1] 

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Visions of Suffering [Psychic]Unit

Each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll. If that enemy unit is Below Half-strength, add 1 to the Wound roll as well.Each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll. If that enemy...

Patrol SquadsUnit

At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

Keywords: Infantry, Psyker, Chaos, Nemesis Claw
Faction Keywords: Chaos Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Shadow Haunter The bearer has the Stealth and Lone Operative abilities.

    The bearer has the Stealth and Lone Operative abilities.

    Enhancement, either/or choice
Unit Abilities
  • Chaos Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Chaos Rhino: Transport This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

    This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

  • Nemesis Claw: Visions of Suffering [Psychic] Each time a model in this unit makes an attack that targets an enemy unit that is below its...

    Each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll. If that enemy unit is Below Half-strength, add 1 to the Wound roll as well.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Chaos Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Chaos Lord with Jump Pack: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Nemesis Claw: Patrol Squads At the start of the Declare Battle Formations step this unit can be split into two units, ea...

    At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Gruesome Trophies - 1CP That objective marker remains under your control until your opponent’s Level of Control over that objective...

    WHEN: Your Command phase.
    TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control.
    EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Movement

Your Turn
Unit Abilities
  • Chaos Lord with Jump Pack: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Chaos Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Chosen: Chosen Marauders This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell B...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Half-seen Horrors - 1CP Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a JUMP PACK unit.

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One HERETIC ASTARTES unit from your army that is within 9" of the enemy unit that just ended that move, and not within Engagement Range of one or more enemy units
    EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a JUMP PACK unit.

Shooting

Your Turn
Patrol Stratagems
  • A Mighty Example - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase, or the Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Army Rules
  • Dark Pacts Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the...

    Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

    • [LETHAL HITS] 
    • [SUSTAINED HITS 1] 

    Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

Unit Abilities
  • Chaos Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Chosen: Chosen Marauders This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell B...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Unit Abilities
  • Chosen: Chosen Marauders This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell B...

    This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • A Mighty Example - 1CP Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in...

    WHEN: Your Shooting phase, or the Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Enhancements
  • Enhancement: Flensemaster Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

    Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

    Enhancement, either/or choice
Unit Abilities
  • Chaos Lord with Jump Pack: Cruel Hunter Each time this unit Piles In or Consolidates, each model in that unit can move up to 6" inst...

    Each time this unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".

Weapon Abilities
  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Already Here At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are who...

    At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice
  • Secondary: The Moment to Strike At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit. 

    At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit. 

    Secondary objective, either/or choice

Enhancement

Shadow Haunter

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Stealth and Lone Operative abilities.

Enhancement

Flensemaster

Choose one enhancement for this Combat Patrol.

Either/or choice

Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

Secondary Objective

Already Here

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Secondary Objective

The Moment to Strike

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 5VP if one or more units from your army destroys an enemy unit. 

Dark Pacts

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS] 
• [SUSTAINED HITS 1] 

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

NameCPCategoryPhasesRules
Gruesome Trophies1CPepicDeedCommandWHEN: Your Command phase.
TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control.
EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WHEN: Your Command phase. TARGET: One HERETIC ASTARTES unit from your army within range of an objective marker you control. EFFECT: That objective...
Half-seen Horrors1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One HERETIC ASTARTES unit from your army that is within 9" of the enemy unit that just ended that move, and not within Engagement Range of one or more enemy units
EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is a JUMP PACK unit.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One HERETIC ASTARTES unit from you...
A Mighty Example1CPbattleTacticShooting, FightWHEN: Your Shooting phase, or the Fight phase.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
WHEN: Your Shooting phase, or the Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this p...
AbilityProfile TypeDefinitionUsed By
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Nemesis Claw / Visionary / Plasma pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Nemesis Claw / Legionary / Flamer
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Chosen / Chosen / Bolt pistol; Chosen / Chosen Champion / Bolt pistol; Nemesis Claw / Legionary / Bolt pistol; Nemesis Claw / Visionary / Plasma pistolChosen / Chosen / Bolt pistol; Chosen / Chosen Champion / Bolt pistol; Nemesis Claw / Legionary / Bolt pistol; Nemesis Claw / Visionary / Plasma pi...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Chaos Rhino / Chaos Rhino / Combi-bolter
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Nemesis Claw / Legionary / Nostraman chainglaive
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Nemesis Claw / Legionary / Flamer
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Chaos Lord with Jump Pack / Chaos Lord with Jump Pack / Twin lightning claws
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Heretic Astartes

Remorseless Reavers

Red Corsairs Reave-Captain (1 model)Red Corsairs Raiders (5 models)Fellgor Beastmen (10 models)Chaos Rhino (1 model)

Common names:Red Corsairs Raiding ForceCombat Patrol: Red CorsairsRed Corsairs Combat PatrolRed CorsairsRed ReaversChaos Red CorsairsThe CleavedHuron's ReaversReave-CaptainCorsairReaverRenegade

4 units 2 enhancements 3 stratagems 2 secondaries

Chaos Rhino

■ 1 Chaos Rhino

This model is equipped with: havoc launcher; armoured tracks.

Combat Patrol version — modified abilities, unit sizeHull
Chaos Rhino
M12"
T9
Sv3+
InSV-
W10
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Havoc launcher48"D63+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Havoc launcher48"D63+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured tracks34+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Firing Deck 2Core

Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped...

Dark PactsFaction

When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 until the end of the phase.When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 unt...

TransportUnit

This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

Keywords: Vehicle, Transport, Dedicated Transport, Smoke, Chaos, Rhino
Faction Keywords: Chaos Space Marines

Fellgor Beastmen

■ 1 Fellgor Champion
■ 9 Fellgor Beastmen

The Fellgor Champion is equipped with: bolt pistol; chainsword.
Seven Fellgor Beastman are equipped with: autopistol; close combat weapon.
One Fellgor Beastman is equipped with: autopistol; corrupted stave.
One Fellgor Beastman is equipped with: autopistol; great weapon.

Combat Patrol version — modified keywords, unit size32mm
Fellgor Champion
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC1
Fellgor Beastmen
M6"
T4
Sv5+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Fellgor Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Fellgor Beastmen - Default Wargear
#WeaponRangeABSSAPDAbilities
1Corrupted stave - Ranged18"D34+5-11Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Fellgor Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Chainsword34+401-
Fellgor Beastmen - Default Wargear
#WeaponAWSSAPDAbilities
1Corrupted stave - Melee24+4-1D3Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Great weapon25+8-12-
7Close combat weapon24+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Corrupted stave - Ranged18"D34+5-11Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chainsword34+401-
1Corrupted stave - Melee24+4-1D3Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Great weapon25+8-12-
7Close combat weapon24+401-

Abilities

Dark PactsFaction

When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 until the end of the phase.When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 unt...

Bestial RaidersUnit

If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is.If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, rega...

Keywords: Infantry, Chaos, Damned, Fellgor Beastmen
Faction Keywords: Chaos Space Marines

Red Corsairs Raiders

■ 1 Red Corsairs Raider Champion
■ 4 Red Corsairs Raiders

One Red Corsairs Raiders Champion is equipped with: boltgun; hand flamer; Reaver’s blade
Two Red Corsairs Raiders are equipped with: boltgun; bolt pistol; Reaver’s blade.
One Red Corsairs Raiders is equipped with: boltgun; bolt pistol; power fist.
One Red Corsairs Raiders is equipped with: bolt pistol; meltagun; Reaver’s blade.

Combat Patrol version — modified keywords, unit size32mm
Red Corsairs Raider Champion
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC2
Red Corsairs Raider
M6"
T4
Sv3+
InSV-
W3
Ld6+
OC2

Ranged Weapons

Red Corsairs Raider Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Boltgun24"23+401-
1Hand flamer12"D6-301Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Red Corsairs Raider - Default Wargear
#WeaponRangeABSSAPDAbilities
3Boltgun24"23+401-
4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

Red Corsairs Raider Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Reaver’s blade43+5-11-
Red Corsairs Raider - Default Wargear
#WeaponAWSSAPDAbilities
3Reaver’s blade43+5-11-
1Power fist33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
4Boltgun24"23+401-
1Hand flamer12"D6-301Ignores Cover, Pistol, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

4Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
4Reaver’s blade43+5-11-
1Power fist33+8-22-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Dark PactsFaction

When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 until the end of the phase.When this unit is selected to shoot or fight, it can make a Leadership test. If passed, its weapons gain either Lethal Hits or Sustained Hits 1 unt...

Trophy TakersUnit

The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in this unit.The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control...

Keywords: Infantry, Chaos, Red Corsairs Raiders
Faction Keywords: Chaos Space Marines

Red Corsairs Reave-Captain

■ 1 Red Corsairs Reave-Captain 

This model is equipped with: bolt pistol; plasma pistol; power maul.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Red Corsairs Reave-Captain
M6"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power maul52+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power maul52+5-22-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Brutal RaiderUnit

Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1.Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this m...

LeaderUnit

This model can be attached to the following units:
■ RED CORSAIRS RAIDERS
This model can be attached to the following units: ■ RED CORSAIRS RAIDERS

Keywords: Infantry, Character, Chaos, Red Corsairs Reave-Captain
Faction Keywords: Chaos Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Chaos Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Chaos Rhino: Transport This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

    This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models.

  • Red Corsairs Reave-Captain: Leader This model can be attached to the following units: ■ RED CORSAIRS RAIDERS

    This model can be attached to the following units:
    ■ RED CORSAIRS RAIDERS

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Chaos Rhino: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Red Corsairs Raiders: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Red Corsairs Reave-Captain: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Red Corsairs Reave-Captain: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Red Corsairs Reave-Captain: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Unit Abilities
  • Red Corsairs Raiders: Trophy Takers The first time this unit destroys an enemy unit, until the end of the battle, while this uni...

    The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in this unit.

Movement

Your Turn
Patrol Stratagems
  • Braying Hordes - 1CP Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that u...

    WHEN: Reinforcements step of your Movement phase.
    TARGET: One destroyed DAMNED unit from your army. You can use this Stratagem on that unit even though it is destroyed.
    EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Unit Abilities
  • Chaos Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

  • Fellgor Beastmen: Bestial Raiders If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements s...

    If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Cold-blooded Elimination - 1CP Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is...

    WHEN: Your Shooting phase or your Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re‑roll the Hit roll and you can re‑roll the Wound roll.

Army Rules
  • Dark Pacts Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the...

    Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

    • [LETHAL HITS]
    • [SUSTAINED HITS 1]

    Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

Unit Abilities
  • Chaos Rhino: Firing Deck 2 Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected...

    Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Patrol Stratagems
  • Reavers’ Haste - 1CP Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If yo...

    WHEN: Your Charge phase.
    TARGET: One HERETIC ASTARTES INFANTRY from your army.
    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.

Enhancements
  • Enhancement: Glory Hunter You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have alrea...

    You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.

    Enhancement, either/or choice
Unit Abilities
  • Red Corsairs Reave-Captain: Brutal Raider Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Stre...

    Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Cold-blooded Elimination - 1CP Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is...

    WHEN: Your Shooting phase or your Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re‑roll the Hit roll and you can re‑roll the Wound roll.

Enhancements
  • Enhancement: Blade of Blackheart Each time a model in the bearer’s unit makes a melee attack, add 1 to the Wound roll.

    Each time a model in the bearer’s unit makes a melee attack, add 1 to the Wound roll.

    Enhancement, either/or choice
Unit Abilities
  • Red Corsairs Reave-Captain: Brutal Raider Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Stre...

    Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Plunderers At the end of each player’s turn, you score 5VP if one or more units from your army (excluding Battle-shocked units)...

    At the end of each player’s turn, you score 5VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice
  • Secondary: Ruination Each time a HERETIC ASTARTES unit from your army destroys an enemy unit you score 5VP.

    Each time a HERETIC ASTARTES unit from your army destroys an enemy unit you score 5VP.

    Secondary objective, either/or choice
Unit Abilities
  • Red Corsairs Raiders: Trophy Takers The first time this unit destroys an enemy unit, until the end of the battle, while this uni...

    The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in this unit.

Enhancement

Blade of Blackheart

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit makes a melee attack, add 1 to the Wound roll.

Enhancement

Glory Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.

Secondary Objective

Plunderers

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Secondary Objective

Ruination

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time a HERETIC ASTARTES unit from your army destroys an enemy unit you score 5VP.

Dark Pacts

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

NameCPCategoryPhasesRules
Braying Hordes1CPstrategicPloyMovementWHEN: Reinforcements step of your Movement phase.
TARGET: One destroyed DAMNED unit from your army. You can use this Stratagem on that unit even though it is destroyed.
EFFECT: Add a new unit to your army identical to your destroyed unit, at its original Starting Strength. Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
WHEN: Reinforcements step of your Movement phase. TARGET: One destroyed DAMNED unit from your army. You can use this Stratagem on that unit even th...
Cold-blooded Elimination1CPbattleTacticShooting, FightWHEN: Your Shooting phase or your Fight phase.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re‑roll the Hit roll and you can re‑roll the Wound roll.
WHEN: Your Shooting phase or your Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this p...
Reavers’ Haste1CPstrategicPloyChargeWHEN: Your Charge phase.
TARGET: One HERETIC ASTARTES INFANTRY from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll.
WHEN: Your Charge phase. TARGET: One HERETIC ASTARTES INFANTRY from your army. EFFECT: Until the end of the phase, your unit is eligible to declare...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Chaos Rhino / Chaos Rhino / Havoc launcher
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Fellgor Beastmen / Fellgor Beastmen / Corrupted stave
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Red Corsairs Reave-Captain / Red Corsairs Reave-Captain / Plasma pistol
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Red Corsairs Raiders / Red Corsairs Raider Champion / Hand flamer
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Red Corsairs Raiders / Red Corsairs Raider / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Fellgor Beastmen / Fellgor Beastmen / Autopistol; Fellgor Beastmen / Fellgor Champion / Bolt pistol; Red Corsairs Raiders / Red Corsairs Raider / Bolt pistol; Red Corsairs Raiders / Red Corsairs Raider Champion / Hand flamer; Red Corsairs Reave-Captain / Red Corsairs Reave-Captain / Bolt pistol; Red Corsairs Reave-Captain / Red Corsairs Reave-Captain / Plasma pistolFellgor Beastmen / Fellgor Beastmen / Autopistol; Fellgor Beastmen / Fellgor Champion / Bolt pistol; Red Corsairs Raiders / Red Corsairs Raider / B...
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Fellgor Beastmen / Fellgor Beastmen / Corrupted stave
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Red Corsairs Raiders / Red Corsairs Raider Champion / Hand flamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Heretic Astartes

Warpsmith’s Gauntlet

Warpsmith (1 model)Havocs (5 models)Chaos Terminators (5 models)Legionaries (10 models)

Common names:Kravek Morne's Iron WarriorsCombat Patrol: Chaos Space Marines - Iron WarriorsCombat Patrol: Iron WarriorsMasters of the SiegeIron WarriorsIV LegionSons of PerturaboIron Warriors upgrade frameKravekMorneChaosChaos Space Marines

4 units 2 enhancements 3 stratagems 2 secondaries

Chaos Terminator Squad

■ 1 Terminator Champion
■ 4 Chaos Terminators

The Terminator Champion is equipped with: combi‑weapon; chainfist.
Two Chaos Terminators are equipped with: combi‑bolter; power fist.
One Chaos Terminator is equipped with: combi‑bolter; accursed weapon.
One Chaos Terminator is equipped with: reaper autocannon; power fist.

Combat Patrol version — modified abilities, unit size40mmInvulnerable 4+
Terminator Champion
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1
Chaos Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Terminator Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Combi‑weapon24"14+4-11Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Chaos Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
1Reaper autocannon36"43+7-11Devastating Wounds, Sustained Hits 1
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

3Combi-bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Terminator Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Chainfist34+8-32Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Chaos Terminator - Default Wargear
#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
2Power fist33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Combi‑weapon24"14+4-11Anti-infantry 4+, Devastating Wounds, Rapid Fire 1
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Reaper autocannon36"43+7-11Devastating Wounds, Sustained Hits 1
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

3Combi-bolter24"23+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chainfist34+8-32Anti-vehicle 3+
Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Accursed weapon43+5-21-
2Power fist33+8-22-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Keywords: Infantry, Chaos, Terminator, Chaos Terminator Squad
Faction Keywords: Chaos Space Marines

Havocs

1 Havoc Champion
4 Havocs

■ The Havoc Champion is equipped with: flamer; heavy melee weapon.
■ Two Havocs are equipped with: Havoc autocannon; close combat weapon.
■ Two Havocs are equipped with: Havoc lascannon; close combat weapon

Combat Patrol version — modified abilities, unit size40mm
Havoc Champion
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC1
Havoc
M5"
T5
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

Havoc Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Havoc - Default Wargear
#WeaponRangeABSSAPDAbilities
2Havoc lascannon48"13+12-3D6+1-
2Havoc autocannon48"23+9-13-

Melee Weapons

Havoc Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Heavy melee weapon33+8-22-
Havoc - Default Wargear
#WeaponAWSSAPDAbilities
4Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Flamer12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

2Havoc lascannon48"13+12-3D6+1-
2Havoc autocannon48"23+9-13-

Melee Weapons

#WeaponAWSSAPDAbilities
1Heavy melee weapon33+8-22-
4Close combat weapon33+401-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Keywords: Infantry, Chaos, Havocs
Faction Keywords: Chaos Space Marines

Legionaries

1 Aspiring Champion
9 Legionaries

■ The Aspiring Champion is equipped with: plasma pistol; heavy melee weapon.
■ Seven Legionaries are equipped with: boltgun; bolt pistol; close combat weapon.
■ One Legionary is equipped with: bolt pistol; heavy bolter; close combat weapon.
■ One Legionary is equipped with: bolt pistol; meltagun; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Aspiring Champion
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Legionary
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Aspiring Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Legionary - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Boltgun24"23+401-
1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

Aspiring Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Heavy melee weapon33+8-22-
Legionary - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Boltgun24"23+401-
1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Heavy melee weapon33+8-22-
9Close combat weapon33+401-

Abilities

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Battleline, Chaos, Legionaries
Faction Keywords: Chaos Space Marines

Warpsmith

■ 1 Warpsmith

This model is equipped with: flamer tendril; melta tendril; plasma pistol; forge weapon.

Combat Patrol version — modified abilities, keywords60x35.5mm Oval Base
Warpsmith
M6"
T4
Sv2+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Flamer tendril12"D6-301Pistol, Torrent, Ignores Cover
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

1Melta tendril6"12+8-4D3Pistol, Melta 2
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Forge weapon43+6-22Anti-vehicle 4+
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Flamer tendril12"D6-301Pistol, Torrent, Ignores Cover
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

1Melta tendril6"12+8-4D3Pistol, Melta 2
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Forge weapon43+6-22Anti-vehicle 4+
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Dark PactsFaction

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.
Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that...See Army Rule: Dark Pacts

Enrage Machine SpiritsUnit

At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle‑shock test.At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle‑shock test.

LeaderUnit

This model can be attached to the following units:
■ HAVOCS
■ LEGIONARIES
This model can be attached to the following units: ■ HAVOCS ■ LEGIONARIES

Keywords: Infantry, Character, Chaos, Warpsmith
Faction Keywords: Chaos Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Warpsmith: Leader This model can be attached to the following units: ■ HAVOCS ■ LEGIONARIES

    This model can be attached to the following units:
    ■ HAVOCS
    ■ LEGIONARIES

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Legionaries: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

  • Warpsmith: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Warpsmith: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Unit Abilities
  • Warpsmith: Enrage Machine Spirits At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. T...

    At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle‑shock test.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Shrieking Imps - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

    WHEN: Your Shooting phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.

  • Muzzleblaze Slaughter - 1CP Until the end of the phase, your unit’s ranged weapons have the [PISTOL] ability.

    WHEN: Your Shooting phase.
    TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, your unit’s ranged weapons have the [PISTOL] ability.

Enhancements
  • Enhancement: Unmerciful Eye Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll.

    Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Systematic Slaughter At the end of your turn, you score 4VP if one or more units from your army destroy an enemy unit in the shooting phase.

    At the end of your turn, you score 4VP if one or more units from your army destroy an enemy unit in the shooting phase.

    Secondary objective, either/or choice
Army Rules
  • Dark Pacts Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the...

    Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

    • [LETHAL HITS]
    • [SUSTAINED HITS 1]

    Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Hardened by Hatred - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Hardened by Hatred - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Enhancements
  • Enhancement: Baleforge Heart Improve the Attacks characteristic of melee weapons equipped by the bearer by 2, and each time the bearer makes a mel...

    Improve the Attacks characteristic of melee weapons equipped by the bearer by 2, and each time the bearer makes a melee attack, add 1 to the Hit roll.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Hardened by Hatred - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Systematic Slaughter At the end of your turn, you score 4VP if one or more units from your army destroy an enemy unit in the shooting phase.

    At the end of your turn, you score 4VP if one or more units from your army destroy an enemy unit in the shooting phase.

    Secondary objective, either/or choice
  • Secondary: Grip of Iron At the end of your turn, you score 4VP if you control more objective markers than your opponent.

    At the end of your turn, you score 4VP if you control more objective markers than your opponent.

    Secondary objective, either/or choice

Enhancement

Unmerciful Eye

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll.

Enhancement

Baleforge Heart

Choose one enhancement for this Combat Patrol.

Either/or choice

Improve the Attacks characteristic of melee weapons equipped by the bearer by 2, and each time the bearer makes a melee attack, add 1 to the Hit roll.

Secondary Objective

Systematic Slaughter

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if one or more units from your army destroy an enemy unit in the shooting phase.

Secondary Objective

Grip of Iron

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if you control more objective markers than your opponent.

Dark Pacts

Each time a unit from your army is selected to shoot or fight, it can make a Dark Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase: 

• [LETHAL HITS]
• [SUSTAINED HITS 1]

Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds.

NameCPCategoryPhasesRules
Hardened by Hatred1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One HERETIC ASTARTES unit from...
Shrieking Imps1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
WHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Muzzleblaze Slaughter1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.
EFFECT: Until the end of the phase, your unit’s ranged weapons have the [PISTOL] ability.
WHEN: Your Shooting phase. TARGET: One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Chaos Terminator Squad / Terminator Champion / Combi‑weapon
Anti-vehicle 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Chaos Terminator Squad / Terminator Champion / Chainfist
Anti-vehicle 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Warpsmith / Warpsmith / Forge weapon
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Chaos Terminator Squad / Chaos Terminator / Reaper autocannon; Chaos Terminator Squad / Terminator Champion / Combi‑weapon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Legionaries / Aspiring Champion / Plasma pistol; Warpsmith / Warpsmith / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Legionaries / Legionary / Heavy bolter
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Havocs / Havoc Champion / Flamer; Warpsmith / Warpsmith / Flamer tendril
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Legionaries / Legionary / Meltagun; Warpsmith / Warpsmith / Melta tendril
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Legionaries / Aspiring Champion / Plasma pistol; Legionaries / Legionary / Bolt pistol; Warpsmith / Warpsmith / Flamer tendril; Warpsmith / Warpsmith / Melta tendril; Warpsmith / Warpsmith / Plasma pistolLegionaries / Aspiring Champion / Plasma pistol; Legionaries / Legionary / Bolt pistol; Warpsmith / Warpsmith / Flamer tendril; Warpsmith / Warpsmi...
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Chaos Terminator Squad / Terminator Champion / Combi‑weapon
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Chaos Terminator Squad / Chaos Terminator / Combi-bolter
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Chaos Terminator Squad / Chaos Terminator / Reaper autocannon; Legionaries / Legionary / Heavy bolter
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Havocs / Havoc Champion / Flamer; Warpsmith / Warpsmith / Flamer tendril
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Heretic Astartes

Zarkan’s Daemonkin

ARANIS ZARKAN (1 MODEL)POSSESSED (5 MODELS)LEGIONARIES (10 MODELS)CULTIST MOB (10 MODELS)

Common names:Zarakan's DaemonkinCombat Patrol: Chaos Space Marines 2024Master of PossessionChaos Space MarinesDaemonkinChaos CultistsChaosCSMTraitor MarinesChaos MarinesTraitor LegionsARANIS ZARKAN

4 units 2 enhancements 3 stratagems 2 secondaries

Aranis Zarkan

ARANIS ZARKAN (1 MODEL)

■ This model is equipped with: bolt pistol, Rite of Possession; staff of possession.

Combat Patrol datasheet40mmInvulnerable 5+
Aranis Zarkan
M8"
T4
Sv3+
InSV5+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Rite of Possession - Rite of Possession - witchfire18"23+4-32Anti-psyker 2+, Pistol, Precision, Psychic
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Rite of Possession - Rite of Possession - focused witchfire18"23+6-33Anti-psyker 2+, Hazardous, Pistol, Precision, Psychic
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Staff of possession43+6-1D3Anti-psyker 4+, Psychic
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Rite of Possession - Rite of Possession - witchfire18"23+4-32Anti-psyker 2+, Pistol, Precision, Psychic
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Rite of Possession - Rite of Possession - focused witchfire18"23+6-33Anti-psyker 2+, Hazardous, Pistol, Precision, Psychic
Anti-psyker 2+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Staff of possession43+6-1D3Anti-psyker 4+, Psychic
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Dark PactsFaction

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

■ [LETHAL HITS]
■ [SUSTAINED HITS]
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it...See Army Rule: Dark Pacts

Sacrificial DaggerUnit

Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll.Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, u...

LeaderUnit

This model can be attached to the following units:

■ LEGIONARIES
■ POSSESSED
This model can be attached to the following units: ■ LEGIONARIES ■ POSSESSED

Keywords: Infantry, Character, Psyker, Chaos, Master of Possession, Aranis Zarkan
Faction Keywords: Chaos Space Marines

Possessed

POSSESSED (5 MODELS)

■ Every model is equipped with: hideous mutations.

Combat Patrol version — modified abilities, stats, unit size40mmInvulnerable 5+
Possessed
M9"
T6
Sv3+
InSV5+
W3
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
5Hideous mutations43+5-12-

Melee Weapons

#WeaponAWSSAPDAbilities
5Hideous mutations43+5-12-

Abilities

Dark PactsFaction

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

■ [LETHAL HITS]
■ [SUSTAINED HITS]
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it...See Army Rule: Dark Pacts

Keywords: Infantry, Chaos, Daemon, Possessed
Faction Keywords: Chaos Space Marines

Legionaries

LEGIONARIES (10 MODELS)

■ The Aspiring Champion is equipped with: plasma pistol; accursed weapon.
■ 1 Legionary is equipped with: bolt pistol; meltagun; close combat weapon.
■ 1 Legionary is equipped with: bolt pistol; heavy bolter; close combat weapon.
■ 7 Legionaries are equipped with: bolt pistol; boltgun; close combat weapon.

Combat Patrol version — modified keywords, unit size32mm
Aspiring Champion
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Legionary
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Aspiring Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Legionary - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

7Boltgun24"23+401-

Melee Weapons

Aspiring Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
Legionary - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Meltagun12"13+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

1Heavy bolter36"34+5-12Heavy, Sustained Hits 1
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

7Boltgun24"23+401-

Melee Weapons

#WeaponAWSSAPDAbilities
1Accursed weapon43+5-21-
9Close combat weapon33+401-

Abilities

Dark PactsFaction

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

■ [LETHAL HITS]
■ [SUSTAINED HITS]
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it...See Army Rule: Dark Pacts

Veterans of the Long WarUnit

Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objec...

Keywords: Infantry, Battleline, Chaos, Legionaries
Faction Keywords: Chaos Space Marines

Cultist Mob

CULTIST MOB (10 MODELS)

■ The Cultist Champion is equipped with: bolt pistol; brutal assault weapon.
■ 9 Chaos Cultists are equipped with: autopistol; brutal assault weapon.

Combat Patrol version — modified abilities, keywords, unit size25mm
Cultist Champion
M6"
T3
Sv6+
InSV-
W1
Ld7+
OC1
Chaos Cultist
M6"
T3
Sv6+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Chaos Cultist - Default Wargear
#WeaponRangeABSSAPDAbilities
9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Cultist Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Chaos Cultist - Default Wargear
#WeaponAWSSAPDAbilities
9Brutal assault weapon24+301-
Cultist Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Brutal assault weapon24+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
10Brutal assault weapon24+301-

Abilities

Dark PactsFaction

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

■ [LETHAL HITS]
■ [SUSTAINED HITS]
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it...See Army Rule: Dark Pacts

Keywords: Infantry, Battleline, Chaos, Damned, Cultist Mob
Faction Keywords: Chaos Space Marines

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Foul Zealotry Each time the bearer’s unit makes a Dark Pact, that unit’s weapons gain the [LETHAL HITS] and [SUSTAINED HITS] abilit...

    Each time the bearer’s unit makes a Dark Pact, that unit’s weapons gain the [LETHAL HITS] and [SUSTAINED HITS] abilities until the end of the phase, instead of just gaining one of those abilities.

    Enhancement, either/or choice
Unit Abilities
  • Aranis Zarkan: Leader This model can be attached to the following units: ■ LEGIONARIES ■ POSSESSED

    This model can be attached to the following units:

    ■ LEGIONARIES
    ■ POSSESSED

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Aranis Zarkan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Aranis Zarkan: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Prey on the Weak In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made wit...

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a Rite of Possession. That enemy unit must take a Battle-shock test and when doing so, subtract 1 from the result.

    Enhancement, either/or choice

Movement

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Vindictive Strategy - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is below its Starting Strength, re-roll a Hit roll of 1. It that enemy unit is Below Half-strength, re-roll a Wound roll of 1 as well.

Enhancements
  • Enhancement: Prey on the Weak In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made wit...

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a Rite of Possession. That enemy unit must take a Battle-shock test and when doing so, subtract 1 from the result.

    Enhancement, either/or choice
Army Rules
  • Dark Pacts If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can ma...

    If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

    ■ [LETHAL HITS]
    ■ [SUSTAINED HITS]

Unit Abilities
  • Aranis Zarkan: Sacrificial Dagger Once per phase, when this model is selected to shoot or fight, it can use this ability. If i...

    Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll.

Weapon Abilities
  • Weapon ability: Anti-psyker 2+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Violent Unbinding - 1CP If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an attack made by an enemy unit destroys your MASTER OF POSSESSION model, before removing it from play.
    TARGET: Your MASTER OF POSSESSION model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Vindictive Strategy - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is below its Starting Strength, re-roll a Hit roll of 1. It that enemy unit is Below Half-strength, re-roll a Wound roll of 1 as well.

  • Violent Unbinding - 1CP If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an attack made by an enemy unit destroys your MASTER OF POSSESSION model, before removing it from play.
    TARGET: Your MASTER OF POSSESSION model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

  • Daemonic Fervour - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One POSSESSED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Legionaries: Veterans of the Long War Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Vindictive Strategy - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is below its Starting Strength, re-roll a Hit roll of 1. It that enemy unit is Below Half-strength, re-roll a Wound roll of 1 as well.

  • Violent Unbinding - 1CP If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an attack made by an enemy unit destroys your MASTER OF POSSESSION model, before removing it from play.
    TARGET: Your MASTER OF POSSESSION model. You can use this Stratagem on that model even though it was just destroyed.
    EFFECT: If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.

  • Daemonic Fervour - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One POSSESSED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Legionaries: Veterans of the Long War Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Marked for Execution When your opponent’s WARLORD is destroyed, if you are in the first, second or third battle round, you score 12VP. Oth...

    When your opponent’s WARLORD is destroyed, if you are in the first, second or third battle round, you score 12VP. Otherwise, you score 6VP.

    Secondary objective, either/or choice
  • Secondary: Sites of Power From the second battle round onwards, at the end of your turn, you score 2VP if you control at least as many objectiv...

    From the second battle round onwards, at the end of your turn, you score 2VP if you control at least as many objective markers as your opponent does.

    Secondary objective, either/or choice
Unit Abilities
  • Legionaries: Veterans of the Long War Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Opponent’s Turn
Unit Abilities
  • Legionaries: Veterans of the Long War Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound ro...

    Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead.

Enhancement

Foul Zealotry

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer’s unit makes a Dark Pact, that unit’s weapons gain the [LETHAL HITS] and [SUSTAINED HITS] abilities until the end of the phase, instead of just gaining one of those abilities.

Enhancement

Prey on the Weak

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a Rite of Possession. That enemy unit must take a Battle-shock test and when doing so, subtract 1 from the result.

Secondary Objective

Marked for Execution

Choose one secondary objective for this Combat Patrol.

Either/or choice

When your opponent’s WARLORD is destroyed, if you are in the first, second or third battle round, you score 12VP. Otherwise, you score 6VP.

Secondary Objective

Sites of Power

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 2VP if you control at least as many objective markers as your opponent does.

Dark Pacts

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

■ [LETHAL HITS]
■ [SUSTAINED HITS]

NameCPCategoryPhasesRules
Vindictive Strategy1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is below its Starting Strength, re-roll a Hit roll of 1. It that enemy unit is Below Half-strength, re-roll a Wound roll of 1 as well.
WHEN: Your Shooting phase or the Fight phase. TARGET: One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this ph...
Violent Unbinding1CPepicDeedShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an attack made by an enemy unit destroys your MASTER OF POSSESSION model, before removing it from play.
TARGET: Your MASTER OF POSSESSION model. You can use this Stratagem on that model even though it was just destroyed.
EFFECT: If that enemy unit is within 6" of your MASTER OF POSSESSION model, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an attack made by an enemy unit destroys your MASTER OF POSSESSION model, befor...
Daemonic Fervour1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One POSSESSED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One POSSESSED unit from your army that was selected as the target of...
AbilityProfile TypeDefinitionUsed By
Anti-psyker 2+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Aranis Zarkan / Aranis Zarkan / Rite of Possession
Anti-psyker 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Aranis Zarkan / Aranis Zarkan / Staff of possession
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Aranis Zarkan / Aranis Zarkan / Rite of Possession; Legionaries / Aspiring Champion / Plasma pistol
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Legionaries / Legionary / Heavy bolter
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Legionaries / Legionary / Meltagun
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Aranis Zarkan / Aranis Zarkan / Bolt pistol; Aranis Zarkan / Aranis Zarkan / Rite of Possession; Cultist Mob / Chaos Cultist / Autopistol; Cultist Mob / Cultist Champion / Bolt pistol; Legionaries / Aspiring Champion / Plasma pistol; Legionaries / Legionary / Bolt pistolAranis Zarkan / Aranis Zarkan / Bolt pistol; Aranis Zarkan / Aranis Zarkan / Rite of Possession; Cultist Mob / Chaos Cultist / Autopistol; Cultist...
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Aranis Zarkan / Aranis Zarkan / Rite of Possession
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Aranis Zarkan / Aranis Zarkan / Rite of Possession; Aranis Zarkan / Aranis Zarkan / Staff of possession
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Legionaries / Legionary / Heavy bolter
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Imperial Knights

Armiger Trailblazers

Pilot Dantos and Thauvir (1 model)Pilot Morrigan and Viridor (1 model)

Common names:Combat Patrol: Imperial KnightsImperial Knight ArmigersArmiger HelverinArmiger WarglaiveHousehold VanguardKnightsQuestor ImperialisArmigersArmiger Trailblazers And Slaughter TalonPilot Dantos and ThauvirPilot Morrigan and Viridor

2 units 2 enhancements 3 stratagems 0 secondaries

Pilot Dantos and Thauvir

Pilot Dantos and Thauvir (1 model)

■ This model is equipped with: 2 Armiger autocannons; Questoris heavy stubber; armoured feet.

Combat Patrol datasheet100mmInvulnerable 5+
Pilot Dantos and Thauvir
M12"
T10
Sv3+
InSV5+
W12
Ld7+
OC8

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Armiger autocannon48"43+9-13-
1Questoris heavy stubber36"33+4-11Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured feet43+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Armiger autocannon48"43+9-13-
1Questoris heavy stubber36"33+4-11Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured feet43+601-

Damaged

BracketEffect
DAMAGED: 1–4 WOUNDS REMAININGWhile this model has 1–4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Household VanguardFaction

This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
■ Automated Repair Systems: That model regains 1 lost wound.
This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its...See Army Rule: Household Vanguard

Keywords: Character, Vehicle, Walker, Battleline, Imperium, Armiger, Helverin, Dantos and Thauvir
Faction Keywords: Imperial Knights

Pilot Morrigan and Viridor

Pilot Morrigan and Viridor (1 model)

■ This model is equipped with: Questoris heavy stubber; reaper chain-cleaver; thermal spear.

Combat Patrol datasheet100mmInvulnerable 5+
Pilot Morrigan and Viridor
M12"
T10
Sv3+
InSV5+
W12
Ld7+
OC8

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Questoris heavy stubber36"33+4-11Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Thermal spear24"23+12-4D6Melta 4
Melta 4

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Reaper chain-cleaver83+8-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Questoris heavy stubber36"33+4-11Rapid Fire 3
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Thermal spear24"23+12-4D6Melta 4
Melta 4

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Reaper chain-cleaver83+8-21-

Damaged

BracketEffect
DAMAGED: 1–4 WOUNDS REMAININGWhile this model has 1–4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Household VanguardFaction

This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
■ Automated Repair Systems: That model regains 1 lost wound.
This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its...See Army Rule: Household Vanguard

Keywords: Character, Vehicle, Walker, Battleline, Imperium, Armiger, Warglaive, Morrigan and Viridor
Faction Keywords: Imperial Knights

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Pilot Dantos and Thauvir: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Pilot Morrigan and Viridor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Pilot Dantos and Thauvir: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Pilot Morrigan and Viridor: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Servo-skull Dataleech ARMIGER HELVERIN model only. Each time the bearer destroys an enemy CHARACTER unit, roll one D6: on a 2+, you gain 1CP.

    ARMIGER HELVERIN model only. Each time the bearer destroys an enemy CHARACTER unit, roll one D6: on a 2+, you gain 1CP.

    Enhancement, either/or choice
Army Rules
  • Household Vanguard This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear...

    This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

    In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

    ■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
    ■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
    ■ Automated Repair Systems: That model regains 1 lost wound.

Opponent’s Turn
Secondary Objectives
  • Gouge a Foothold At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective mark...

    At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective marker. Then your opponent selects one objective marker to be your Secondary Rallying Point objective marker (this can be the same objective marker). At the end of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

    ■ 5VP if you control your Primary Rallying Point objective marker.
    ■ 10VP if you control your Secondary Rallying Point objective marker.

Movement

Your Turn
Patrol Stratagems
  • Loping Gait - 1CP Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models....

    WHEN: Your Movement phase.
    TARGET: One ARMIGER unit from your army that has not been selected to move this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Army Rules
  • Household Vanguard This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear...

    This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

    In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

    ■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
    ■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
    ■ Automated Repair Systems: That model regains 1 lost wound.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Secondary Objectives
  • Gouge a Foothold At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective mark...

    At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective marker. Then your opponent selects one objective marker to be your Secondary Rallying Point objective marker (this can be the same objective marker). At the end of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

    ■ 5VP if you control your Primary Rallying Point objective marker.
    ■ 10VP if you control your Secondary Rallying Point objective marker.

Shooting

Your Turn
Patrol Stratagems
  • Target Lock - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability...

    WHEN: Your Shooting phase.
    TARGET: One ARMIGER unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and each time a model in your unit makes an attack, you can ignore any or all modifiers to the Hit roll.

Army Rules
  • Household Vanguard This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear...

    This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

    In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

    ■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
    ■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
    ■ Automated Repair Systems: That model regains 1 lost wound.

Weapon Abilities
  • Weapon ability: Melta 4 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Patrol Stratagems
  • Terrifying Charge - 1CP Select one enemy unit within range of your unit. That enemy unit must take a Battle-shock test, subtracting...

    WHEN: Your Charge phase, just after an ARMIGER unit from your army ends a Charge move.
    TARGET: That ARMIGER unit.
    EFFECT: Select one enemy unit within range of your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Enhancements
  • Enhancement: Embedded Auto Medicae ARMIGER WARGLAIVE model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement....

    ARMIGER WARGLAIVE model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has the Feel No Pain 6+ ability.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Army Rules
  • Household Vanguard This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear...

    This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

    In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

    ■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
    ■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
    ■ Automated Repair Systems: That model regains 1 lost wound.

Opponent’s Turn
Secondary Objectives
  • Gouge a Foothold At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective mark...

    At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective marker. Then your opponent selects one objective marker to be your Secondary Rallying Point objective marker (this can be the same objective marker). At the end of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

    ■ 5VP if you control your Primary Rallying Point objective marker.
    ■ 10VP if you control your Secondary Rallying Point objective marker.

Enhancement

Servo-skull Dataleech

Choose one enhancement for this Combat Patrol.

Either/or choice

ARMIGER HELVERIN model only. Each time the bearer destroys an enemy CHARACTER unit, roll one D6: on a 2+, you gain 1CP.

Enhancement

Embedded Auto Medicae

Choose one enhancement for this Combat Patrol.

Either/or choice

ARMIGER WARGLAIVE model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has the Feel No Pain 6+ ability.

Household Vanguard

This Combat Patrol represents a highly specialised task force of Imperial Knights Armigers sent in to sweep and clear enemy positions. As such, its datasheets do not use the normal Imperial Knights Faction ability – Code Chivalric – and the Combat Patrol does not follow the usual rules when playing a Combat Patrol mission. You will not score any VP from the mission’s primary objectives, nor will you have a choice of secondary objectives. So focused are the Imperial Knights on their singular task, you will only be able to score VP from the Gouge a Foothold objective (see Objective section).

In addition, in your Command phase, select one ARMIGER model from your army that is on the battlefield and select one of the following:

■ Auspicator Focus: Until the start of your next Command phase, that model’s unit is eligible to shoot in a turn in which it Fell Back.
■ Vox-signal Boost: Until the start of your next Command phase, add 4 to that model’s Objective Control characteristic.
■ Automated Repair Systems: That model regains 1 lost wound.

NameCPCategoryPhasesRules
Loping Gait1CPstrategicPloyMovementWHEN: Your Movement phase.
TARGET: One ARMIGER unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
WHEN: Your Movement phase. TARGET: One ARMIGER unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phas...
Terrifying Charge1CPepicDeedChargeWHEN: Your Charge phase, just after an ARMIGER unit from your army ends a Charge move.
TARGET: That ARMIGER unit.
EFFECT: Select one enemy unit within range of your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result.
WHEN: Your Charge phase, just after an ARMIGER unit from your army ends a Charge move. TARGET: That ARMIGER unit. EFFECT: Select one enemy unit wit...
Target Lock1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ARMIGER unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and each time a model in your unit makes an attack, you can ignore any or all modifiers to the Hit roll.
WHEN: Your Shooting phase. TARGET: One ARMIGER unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the pha...
AbilityProfile TypeDefinitionUsed By
Melta 4RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Pilot Morrigan and Viridor / Pilot Morrigan and Viridor / Thermal spear
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Pilot Dantos and Thauvir / Pilot Dantos and Thauvir / Questoris heavy stubber; Pilot Morrigan and Viridor / Pilot Morrigan and Viridor / Questoris heavy stubberPilot Dantos and Thauvir / Pilot Dantos and Thauvir / Questoris heavy stubber; Pilot Morrigan and Viridor / Pilot Morrigan and Viridor / Questoris...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...
NameText
Gouge a FootholdAt the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective marker. Then your opponent selects one objective marker to be your Secondary Rallying Point objective marker (this can be the same objective marker). At the end of your next Command phase or the end of the battle (whichever comes first), you score VP as follows:

■ 5VP if you control your Primary Rallying Point objective marker.
■ 10VP if you control your Secondary Rallying Point objective marker.
At the start of your Movement phase, you select one objective marker to be your Primary Rallying Point objective marker. Then your opponent selects...

Leagues of Votann

Bane-Slayer’s Bulwark

Vynn Bane-Slayer (1 model)Hearthkyn Warriors (10 models)Einhyr Hearthguard (5 models)Brôkhyr Thunderkyn (3 models)

Common names:Combat Patrol: Leagues of Votann 2025Einhyr ChampionBrokhyr ThunderkynGreater Thurian LeagueVotannSquatsKinLeaguesVynn Bane-SlayerHearthkyn WarriorsEinhyr HearthguardBrôkhyr Thunderkyn

4 units 2 enhancements 3 stratagems 2 secondaries

Vynn Bane-Slayer

1 Vynn Bane-Slayer

■ This model is equipped with: Autoch-pattern combi-bolter; mass hammer; weavefield crest.

Combat Patrol datasheet40mm
Vynn Bane-Slayer
M5"
T5
Sv2+
InSV-
W5
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autoch‑pattern combi‑bolter24"42+401-

Melee Weapons

#WeaponAWSSAPDAbilities
1Mass hammer33+12-3D6+1-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Autoch‑pattern combi‑bolter24"42+401-

Melee Weapons

#WeaponAWSSAPDAbilities
1Mass hammer33+12-3D6+1-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Prioritised EfficiencyFaction

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.
If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeove...See Army Rule: Prioritised Efficiency

LeaderUnit

This model can be attached to the following unit:

■ EINHYR HEARTHGUARD
This model can be attached to the following unit: ■ EINHYR HEARTHGUARD

Keywords: Infantry, Character, Exoarmour, Einhyr Champion, Vynn Bane-Slayer
Faction Keywords: Leagues of Votann

Hearthkyn Warriors

Hearthkyn Warriors (10 models)

■ The Theyn model is equipped with: Autoch-pattern bolt pistol; Theyn’s pistol; Theyn’s melee weapon.
■ 1 Hearthkyn Warrior model is equipped with: Autoch‑pattern bolt pistol; HYLas auto rifle; close combat weapon.
■ 1 Hearthkyn Warrior model is equipped with: Autoch‑pattern bolt pistol; magna‑rail rifle; close combat weapon.
■ 1 Hearthkyn Warrior model is equipped with: Autoch‑pattern bolt pistol; plasma knife.
■ 6 Hearthkyn Warrior models are equipped with: Autoch‑pattern bolt pistol; ion blaster; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size28.5mm
Theyn
M5"
T5
Sv4+
InSV-
W1
Ld7+
OC2
Hearthkyn Warrior
M5"
T5
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Theyn - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autoch-pattern bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Theyn’s pistol12"14+8-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Hearthkyn Warrior - Default Wargear
#WeaponRangeABSSAPDAbilities
9Autoch-pattern bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Ion blaster18"14+5-21-
1HYLas auto rifle24"34+6-11Assault, Rapid Fire 3
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Magna-rail rifle18"15+12-3D3+3Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

Theyn - Default Wargear
#WeaponAWSSAPDAbilities
1Theyn’s melee weapon24+5-22-
Hearthkyn Warrior - Default Wargear
#WeaponAWSSAPDAbilities
8Close combat weapon14+401-
1Plasma knife24+4-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Autoch-pattern bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Theyn’s pistol12"14+8-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Ion blaster18"14+5-21-
1HYLas auto rifle24"34+6-11Assault, Rapid Fire 3
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Magna-rail rifle18"15+12-3D3+3Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Theyn’s melee weapon24+5-22-
8Close combat weapon14+401-
1Plasma knife24+4-21-

Abilities

Feel No Pain 6+Core

Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Prioritised EfficiencyFaction

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.
If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeove...See Army Rule: Prioritised Efficiency

Panspectral ScanningUnit

Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1.

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Hearthkyn Warriors
Faction Keywords: Leagues of Votann

Einhyr Hearthguard

Einhyr Hearthguard (5 models)

■ The Hesyr model is additionally equipped with: volkanite disintegrator; exoarmour grenade launcher; graviton hammer.
■ Every Hearthguard is equipped with: volkanite disintegrator; exoarmour grenade launcher; plasma blade gauntlet.

Combat Patrol version — modified unit size32mm
Hesyr
M5"
T5
Sv2+
InSV-
W2
Ld7+
OC1
Einhyr Hearthguard
M5"
T5
Sv2+
InSV-
W2
Ld7+
OC1

Ranged Weapons

Hesyr - Default Wargear
#WeaponRangeABSSAPDAbilities
1Volkanite disintegrator24"33+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Exoarmour grenade launcher24"D33+301Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Einhyr Hearthguard - Default Wargear
#WeaponRangeABSSAPDAbilities
4Volkanite disintegrator24"33+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

4Exoarmour grenade launcher24"D33+301Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

Hesyr - Default Wargear
#WeaponAWSSAPDAbilities
1Graviton hammer34+9-13Anti-monster 3+, Anti-vehicle 3+
Anti-monster 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Einhyr Hearthguard - Default Wargear
#WeaponAWSSAPDAbilities
4Plasma blade gauntlet33+6-21-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Volkanite disintegrator24"33+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

5Exoarmour grenade launcher24"D33+301Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Graviton hammer34+9-13Anti-monster 3+, Anti-vehicle 3+
Anti-monster 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

4Plasma blade gauntlet33+6-21-

Abilities

Prioritised EfficiencyFaction

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.
If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeove...See Army Rule: Prioritised Efficiency

Decisive DestructionUnit

Each time a model in this unit makes a ranged attack that targets the closest eligible target, re‑roll a Hit roll of 1.

Keywords: Infantry, Exoarmour, Einhyr Hearthguard
Faction Keywords: Leagues of Votann

Brôkhyr Thunderkyn

Brôkhyr Thunderkyn (3 models)

■ Every model is equipped with: SP conversion beamer; close combat weapon.

Combat Patrol version — modified unit size40mm
Brôkhyr Thunderkyn
M5"
T6
Sv3+
InSV-
W2
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3SP conversion beamer24"24+7-23Conversion, Lethal Hits
Conversion

Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon24+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3SP conversion beamer24"24+7-23Conversion, Lethal Hits
Conversion

Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.

Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Close combat weapon24+401-

Abilities

Prioritised EfficiencyFaction

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.
If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeove...See Army Rule: Prioritised Efficiency

Breaching FireUnit

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover.In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting...

Keywords: Infantry, Exoframe, Brôkhyr, Thunderkyn
Faction Keywords: Leagues of Votann

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Indomitable Exemplar Each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 2+, d...

    Each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 2+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

    Enhancement, either/or choice
Unit Abilities
  • Vynn Bane-Slayer: Leader This model can be attached to the following unit: ■ EINHYR HEARTHGUARD

    This model can be attached to the following unit:

    ■ EINHYR HEARTHGUARD

  • Hearthkyn Warriors: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Hearthkyn Warriors: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Grudge Match At the start of the first battle round, your opponent must select one unit from their army. The first time that enemy...

    At the start of the first battle round, your opponent must select one unit from their army. The first time that enemy unit is destroyed:

    ■ If your units have the Hostile Acquisition ability, you score 10VP.
    ■ If your units have the Fortify Takeover ability, you score you score 6VP.

    Secondary objective, either/or choice
Unit Abilities
  • Vynn Bane-Slayer: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Hearthkyn Warriors: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Opponent’s Turn
Army Rules
  • Prioritised Efficiency At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your depl...

    At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:

    ■ You control one or more objective markers not within your deployment zone.
    ■ You control two or more objective markers not within your deployment zone.
    ■ You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Unit Abilities
  • Vynn Bane-Slayer: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Secondary Objectives
  • Secondary: Prospects of Wealth From the second battle round onwards, at the end of your Command phase: ■ If your units have the Hostile Acquisition...

    From the second battle round onwards, at the end of your Command phase:

    ■ If your units have the Hostile Acquisition ability, you score 1VP for each objective marker you control that is not within your deployment zone.
    ■ If your units have the Fortify Takeover ability, you score 2VP for each objective marker you control that is not within your deployment zone.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Army Rules
  • Prioritised Efficiency If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile...

    If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

    ■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
    ■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
    ■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Opponent’s Turn
Army Rules
  • Prioritised Efficiency At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your depl...

    At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:

    ■ You control one or more objective markers not within your deployment zone.
    ■ You control two or more objective markers not within your deployment zone.
    ■ You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Movement

Your Turn
Enhancements
  • Enhancement: Torvâhl Mass Drivers ■ Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6: on...

    ■ Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6: on a 2‑4, that enemy unit suffers 1 mortal wound; on a 5‑6, that enemy unit suffers 2 mortal wounds.
    ■ Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.

    Enhancement, either/or choice
Army Rules
  • Prioritised Efficiency You can re‑roll Advance and Charge rolls made for this unit.

    You can re‑roll Advance and Charge rolls made for this unit.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Point-Blank Fusillade - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.

    WHEN: Your Shooting phase.
    TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.

Unit Abilities
  • Hearthkyn Warriors: Panspectral Scanning Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1.

    Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1.

  • Einhyr Hearthguard: Decisive Destruction Each time a model in this unit makes a ranged attack that targets the closest eligible targe...

    Each time a model in this unit makes a ranged attack that targets the closest eligible target, re‑roll a Hit roll of 1.

  • Brôkhyr Thunderkyn: Breaching Fire In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more o...

    In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Conversion Each time an attack made with this weapon targets an enemy unit that is not within 12", an u...

    Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Ancestral Endurance - 1CP Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benef...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One HEARTHKYN WARRIORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack and if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

Charge

Your Turn
Enhancements
  • Enhancement: Torvâhl Mass Drivers ■ Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6: on...

    ■ Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6: on a 2‑4, that enemy unit suffers 1 mortal wound; on a 5‑6, that enemy unit suffers 2 mortal wounds.
    ■ Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.

    Enhancement, either/or choice
Army Rules
  • Prioritised Efficiency You can re‑roll Advance and Charge rolls made for this unit.

    You can re‑roll Advance and Charge rolls made for this unit.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Contemptuous Rebuff - 1CP That enemy unit must take a Battle‑shock test, subtracting 1 from the result.

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One LEAGUES OF VOTANN unit from your army within Engagement Range of that enemy unit.
    EFFECT: That enemy unit must take a Battle‑shock test, subtracting 1 from the result.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Anti-monster 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Anti-monster 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Scoring & End Step

Opponent’s Turn
Army Rules
  • Prioritised Efficiency At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your depl...

    At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:

    ■ You control one or more objective markers not within your deployment zone.
    ■ You control two or more objective markers not within your deployment zone.
    ■ You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Enhancement

Indomitable Exemplar

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 2+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Enhancement

Torvâhl Mass Drivers

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6: on a 2‑4, that enemy unit suffers 1 mortal wound; on a 5‑6, that enemy unit suffers 2 mortal wounds.
■ Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.

Secondary Objective

Prospects of Wealth

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase:

■ If your units have the Hostile Acquisition ability, you score 1VP for each objective marker you control that is not within your deployment zone.
■ If your units have the Fortify Takeover ability, you score 2VP for each objective marker you control that is not within your deployment zone.

You cannot score more than 12VP from this secondary objective.

Secondary Objective

Grudge Match

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, your opponent must select one unit from their army. The first time that enemy unit is destroyed:

■ If your units have the Hostile Acquisition ability, you score 10VP.
■ If your units have the Fortify Takeover ability, you score you score 6VP.

Prioritised Efficiency

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:

■ At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
■ At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition

You can re‑roll Advance and Charge rolls made for this unit.

Fortify Takeover

Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.

Yield Points

At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:

■ You control one or more objective markers not within your deployment zone.
■ You control two or more objective markers not within your deployment zone.
■ You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

NameCPCategoryPhasesRules
Point-Blank Fusillade1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
WHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end...
Ancestral Endurance1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One HEARTHKYN WARRIORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack and if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One HEARTHKYN WARRIORS unit from your army that wa...
Contemptuous Rebuff1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One LEAGUES OF VOTANN unit from your army within Engagement Range of that enemy unit.
EFFECT: That enemy unit must take a Battle‑shock test, subtracting 1 from the result.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One LEAGUES OF VOTANN unit from your army within Engagemen...
AbilityProfile TypeDefinitionUsed By
Anti-monster 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Einhyr Hearthguard / Hesyr / Graviton hammer
Anti-vehicle 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Einhyr Hearthguard / Hesyr / Graviton hammer
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Hearthkyn Warriors / Hearthkyn Warrior / HYLas auto rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Einhyr Hearthguard / Einhyr Hearthguard / Exoarmour grenade launcher; Einhyr Hearthguard / Hesyr / Exoarmour grenade launcher
ConversionRangedEach time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.Brôkhyr Thunderkyn / Brôkhyr Thunderkyn / SP conversion beamer
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Einhyr Hearthguard / Einhyr Hearthguard / Volkanite disintegrator; Einhyr Hearthguard / Hesyr / Volkanite disintegrator; Hearthkyn Warriors / Hearthkyn Warrior / Magna-rail rifleEinhyr Hearthguard / Einhyr Hearthguard / Volkanite disintegrator; Einhyr Hearthguard / Hesyr / Volkanite disintegrator; Hearthkyn Warriors / Heart...
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Hearthkyn Warriors / Hearthkyn Warrior / Magna-rail rifle
Lethal HitsRangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Brôkhyr Thunderkyn / Brôkhyr Thunderkyn / SP conversion beamer
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Hearthkyn Warriors / Hearthkyn Warrior / Autoch-pattern bolt pistol; Hearthkyn Warriors / Theyn / Autoch-pattern bolt pistol; Hearthkyn Warriors / Theyn / Theyn’s pistolHearthkyn Warriors / Hearthkyn Warrior / Autoch-pattern bolt pistol; Hearthkyn Warriors / Theyn / Autoch-pattern bolt pistol; Hearthkyn Warriors /...
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Hearthkyn Warriors / Hearthkyn Warrior / HYLas auto rifle
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Leagues of Votann

Wârspeke’s Prospect

Kâhl Wârspeke (1 model)Cthonian Beserks (5 models)Hernkyn Pioneers (3 models)Hearthkyn Warriors (10 models)

Common names:Warspeke’s ProspectCombat Patrol: Leagues of VotannCombat Patrol: Leagues of Votann 2022Kâhl WarspekeKâhlÛthar the DestinedGrudgeVotannSquatsKinLeaguesKâhl Wârspeke

4 units 2 enhancements 3 stratagems 2 secondaries

Kâhl Wârspeke

Kâhl Wârspeke (1 model)

■ This model is equipped with: volkanite disintegrator; mass gauntlet; teleport crest.

Combat Patrol datasheet40mmInvulnerable 4+
Kâhl Wârspeke
M5"
T5
Sv3+
InSV4+
W4
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Volkanite disintegrator18"32+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Mass gauntlet33+8-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Volkanite disintegrator18"32+501Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Mass gauntlet33+8-23-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Eye of the AncestorsFaction

Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.
Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have mor...See Army Rule: Eye of the Ancestors

Grim EfficiencyUnit

Once per battle round, in your Command phase, you can select one enemy unit that is visible to this model. That enemy unit gains 1 Judgement token.

LeaderUnit

This model can be attached to the following unit: HEARTHKYN WARRIORS

Keywords: Infantry, Character, Kâhl, Wârspeke
Faction Keywords: Leagues of Votann

Hearthkyn Warriors

Hearthkyn Warriors (10 models)

■ 1 Theyn is equipped with: EtaCarn plasma pistol; Kin melee weapon; weavefield crest.
■ 4 Hearthkyn Warriors are equipped with: Autoch-pattern bolt pistol; ion blaster; close combat weapon.
■ 1 Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; ion blaster; close combat weapon; comms array.
■ 1 Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; ion blaster; close combat weapon; medipack.
■ 1 Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; ion blaster; close combat weapon; pan-spectral scanner.
■ 1 Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; HYLas auto rifle; close combat weapon.
■ 1 Hearthkyn Warrior is equipped with: Autoch-pattern bolt pistol; magna-rail rifle; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size28.5mm
Theyn
M5"
T5
Sv4+
InSV-
W1
Ld7+
OC2
Hearthkyn Warrior
M5"
T5
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Theyn - Default Wargear
#WeaponRangeABSSAPDAbilities
1EtaCarn plasma pistol6"14+8-32Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Hearthkyn Warrior - Default Wargear
#WeaponRangeABSSAPDAbilities
9Autoch-pattern bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Ion blaster18"14+5-21-
1HYLas auto rifle24"34+6-11Assault, Rapid Fire 3
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Magna-rail rifle18"15+12-3D3+3Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

Theyn - Default Wargear
#WeaponAWSSAPDAbilities
1Kin melee weapon24+5-22-
Hearthkyn Warrior - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon14+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1EtaCarn plasma pistol6"14+8-32Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Autoch-pattern bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Ion blaster18"14+5-21-
1HYLas auto rifle24"34+6-11Assault, Rapid Fire 3
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Magna-rail rifle18"15+12-3D3+3Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Kin melee weapon24+5-22-
9Close combat weapon14+401-

Abilities

Eye of the AncestorsFaction

Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.
Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have mor...See Army Rule: Eye of the Ancestors

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Hearthkyn Warriors
Faction Keywords: Leagues of Votann

Hernkyn Pioneers

Hernkyn Pioneers (3 models)

■ 1 model is equipped with: bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife; comms array.
■ 1 model is equipped with: bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife; rollbar searchlight.
■ 1 model is equipped with: bolt revolver; bolt shotgun; HYLas rotary cannon; magna-coil autocannon; plasma knife.

Combat Patrol version — modified abilities, keywords, stats, unit size90 x 52.5mm Oval Base
Hernkyn Pioneers
M12"
T6
Sv4+
InSV-
W3
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Bolt revolver9"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Bolt shotgun12"24+501Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

3Magna-coil autocannon24"34+7-12-
1HYLas rotary cannon24"64+6-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
3Plasma knife24+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Bolt revolver9"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Bolt shotgun12"24+501Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

3Magna-coil autocannon24"34+7-12-
1HYLas rotary cannon24"64+6-11Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
3Plasma knife24+401-

Abilities

Scouts 9"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Eye of the AncestorsFaction

Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.
Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have mor...See Army Rule: Eye of the Ancestors

Outflanking Mag-RidersUnit

At the end of your opponent’s turn (excluding the first), if this unit is within 6" of any battlefield edge and is not within Engagement Range of any enemy units, you can remove this unit from the battlefield and place it in Reserves. In the Reinforcements step of your next Movement phase, set up this unit wholly within 6" of any battlefield edge excluding your opponent’s, and more than 9" horizontally away from all enemy models.At the end of your opponent’s turn (excluding the first), if this unit is within 6" of any battlefield edge and is not within Engagement Range of a...

Keywords: Mounted, Fly, Hernkyn
Faction Keywords: Leagues of Votann

Cthonian Beserks

Cthonian Beserks (5 models)

■ 3 models are equipped with: heavy plasma axe.
■ 1 model is equipped with: mole grenade launcher; heavy plasma axe.
■ 1 model is equipped with: twin concussion gauntlet.

Combat Patrol version — modified abilities, keywords, stats, unit sizeCthonian Beserks: 28.5mm Mole grenade launcher: 50mm
Cthonian Beserks
M5"
T5
Sv6+
InSV-
W2
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mole grenade launcher24"D64+5-11Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Melee Weapons

#WeaponAWSSAPDAbilities
4Heavy plasma axe - strike33+6-22-
4Heavy plasma axe - sweep63+4-11-
1Twin concussion gauntlet44+9-12Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Mole grenade launcher24"D64+5-11Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Melee Weapons

#WeaponAWSSAPDAbilities
4Heavy plasma axe - strike33+6-22-
4Heavy plasma axe - sweep63+4-11-
1Twin concussion gauntlet44+9-12Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Eye of the AncestorsFaction

Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.
Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have mor...See Army Rule: Eye of the Ancestors

CyberstimmsUnit

Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from...

Keywords: Infantry, Beserks
Faction Keywords: Leagues of Votann

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Payment in Kind - 1CP Until the end of the battle, each time a LEAGUES OF VOTANN model from your army makes an attack that target...

    WHEN: Any phase.
    TARGET: One LEAGUES OF VOTANN unit from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that LEAGUES OF VOTANN unit even though it was just destroyed.
    EFFECT: Until the end of the battle, each time a LEAGUES OF VOTANN model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.

Army Rules
  • Eye of the Ancestors Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An...

    Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

    Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

    Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this.

Unit Abilities
  • Kâhl Wârspeke: Leader This model can be attached to the following unit: HEARTHKYN WARRIORS

    This model can be attached to the following unit: HEARTHKYN WARRIORS

  • Cthonian Beserks: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Patrol Stratagems
  • Payment in Kind - 1CP Until the end of the battle, each time a LEAGUES OF VOTANN model from your army makes an attack that target...

    WHEN: Any phase.
    TARGET: One LEAGUES OF VOTANN unit from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that LEAGUES OF VOTANN unit even though it was just destroyed.
    EFFECT: Until the end of the battle, each time a LEAGUES OF VOTANN model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.

Unit Abilities
  • Cthonian Beserks: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Unit Abilities
  • Kâhl Wârspeke: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Hearthkyn Warriors: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

  • Hernkyn Pioneers: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

Opponent’s Turn
Unit Abilities
  • Kâhl Wârspeke: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Secondary Objectives
  • Secondary: Settle a Grudge From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed a...

    From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed and has one or more Judgement tokens to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.

    Secondary objective, either/or choice

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Prâgmaat Comms Uplink Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-sho...

    Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-shock tests taken for the bearer’s unit.

    Enhancement, either/or choice
Unit Abilities
  • Kâhl Wârspeke: Grim Efficiency Once per battle round, in your Command phase, you can select one enemy unit that is visible...

    Once per battle round, in your Command phase, you can select one enemy unit that is visible to this model. That enemy unit gains 1 Judgement token.

Movement

Your Turn
Enhancements
  • Enhancement: Waste Feeds the Void Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit...

    Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    Enhancement, either/or choice
Unit Abilities
  • Hernkyn Pioneers: Scouts 9" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 9".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Unit Abilities
  • Hernkyn Pioneers: Outflanking Mag-Riders At the end of your opponent’s turn (excluding the first), if this unit is within 6" of any b...

    At the end of your opponent’s turn (excluding the first), if this unit is within 6" of any battlefield edge and is not within Engagement Range of any enemy units, you can remove this unit from the battlefield and place it in Reserves. In the Reinforcements step of your next Movement phase, set up this unit wholly within 6" of any battlefield edge excluding your opponent’s, and more than 9" horizontally away from all enemy models.

Shooting

Your Turn
Patrol Stratagems
  • Pan-spectral Sweep - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.

    WHEN: Your Shooting phase.
    TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.

Enhancements
  • Enhancement: Waste Feeds the Void Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit...

    Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attack...

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

    *Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Skeinwrought Physiology - 1CP Until the end of the phase, improve the Save characteristic of models in your unit by 1.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, improve the Save characteristic of models in your unit by 1.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Cthonian Beserks: Cyberstimms Each time a model in this unit is destroyed by a melee attack, if that model has not fought...

    Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Unit Abilities
  • Cthonian Beserks: Cyberstimms Each time a model in this unit is destroyed by a melee attack, if that model has not fought...

    Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Prâgmaat Comms Uplink Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-sho...

    Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-shock tests taken for the bearer’s unit.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Toil Earns Before the battle, at the start of the Deploy Armies step, you must select one objective marker that is not in your d...

    Before the battle, at the start of the Deploy Armies step, you must select one objective marker that is not in your deployment zone.

    From the second battle round onwards, at the end of your turn, you score 4VP if you control that objective marker.

    Secondary objective, either/or choice

Enhancement

Waste Feeds the Void

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. In addition, the bearer’s unit is eligible to shoot in a turn in which it Fell Back.

Enhancement

Prâgmaat Comms Uplink

Choose one enhancement for this Combat Patrol.

Either/or choice

Add 1 to the Objective Control characteristic of models in the bearer’s unit. In addition, you can re-roll Battle-shock tests taken for the bearer’s unit.

Secondary Objective

Toil Earns

Choose one secondary objective for this Combat Patrol.

Either/or choice

Before the battle, at the start of the Deploy Armies step, you must select one objective marker that is not in your deployment zone.

From the second battle round onwards, at the end of your turn, you score 4VP if you control that objective marker.

Secondary Objective

Settle a Grudge

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed and has one or more Judgement tokens to be your army’s target for that battle round. At the end of that battle round, you score 4VP if your army’s target for that battle round is destroyed.

Eye of the Ancestors

Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this.

NameCPCategoryPhasesRules
Payment in Kind1CPepicDeedCommand, Movement, Shooting, Charge, FightWHEN: Any phase.
TARGET: One LEAGUES OF VOTANN unit from your army that was just destroyed by an attack made by an enemy model. You can use this Stratagem on that LEAGUES OF VOTANN unit even though it was just destroyed.
EFFECT: Until the end of the battle, each time a LEAGUES OF VOTANN model from your army makes an attack that targets that enemy model’s unit, re-roll a Hit roll of 1.
WHEN: Any phase. TARGET: One LEAGUES OF VOTANN unit from your army that was just destroyed by an attack made by an enemy model. You can use this St...
Pan-spectral Sweep1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
WHEN: Your Shooting phase. TARGET: One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. EFFECT: Until the end...
Skeinwrought Physiology1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, improve the Save characteristic of models in your unit by 1.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One LEAGUES OF VOTANN unit from your army that was...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Hearthkyn Warriors / Hearthkyn Warrior / HYLas auto rifle; Hernkyn Pioneers / Hernkyn Pioneers / Bolt shotgun
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Cthonian Beserks / Cthonian Beserks / Mole grenade launcher
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Hearthkyn Warriors / Hearthkyn Warrior / Magna-rail rifle; Kâhl Wârspeke / Kâhl Wârspeke / Volkanite disintegrator
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Hearthkyn Warriors / Hearthkyn Warrior / Magna-rail rifle
Indirect FireRangedWeapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visib...
Cthonian Beserks / Cthonian Beserks / Mole grenade launcher
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Hearthkyn Warriors / Hearthkyn Warrior / Autoch-pattern bolt pistol; Hearthkyn Warriors / Theyn / EtaCarn plasma pistol; Hernkyn Pioneers / Hernkyn Pioneers / Bolt revolverHearthkyn Warriors / Hearthkyn Warrior / Autoch-pattern bolt pistol; Hearthkyn Warriors / Theyn / EtaCarn plasma pistol; Hernkyn Pioneers / Hernkyn...
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Hearthkyn Warriors / Hearthkyn Warrior / HYLas auto rifle
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Hernkyn Pioneers / Hernkyn Pioneers / HYLas rotary cannon
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Cthonian Beserks / Cthonian Beserks / Twin concussion gauntlet
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Legiones Daemonica

Butchers of Hyporia

Kh’har’ret the Butcher (1 model)Bloodletters (10 models)Bloodletters (10 models)Flesh Hounds (5 models)Flesh Hounds (5 models)Bloodcrushers (3 models)

Common names:Combat Patrol: Chaos DaemonsDaemons of KhorneKhorne DaemonsKhornate Chaos DaemonsBloodmasterButcherSkullChaos DaemonsDaemonsDemonsChaos DemonsChaos

4 units 2 enhancements 3 stratagems 2 secondaries

Kh’har’ret the Butcher

Kh’har’ret the Butcher (1 model)

■ This model is equipped with: blade of blood.

Combat Patrol datasheet40mmInvulnerable 4+
Kh’har’ret the Butcher
M6"
T4
Sv5+
InSV4+
W4
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Blade of blood52+6-23-

Melee Weapons

#WeaponAWSSAPDAbilities
1Blade of blood52+6-23-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

The Shadow of ChaosFaction

Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

■ Your deployment zone is always within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.
Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployment zone is always within your...See Army Rule: The Shadow of Chaos

A Gory PathUnit

Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3".

LeaderUnit

This model can be attached to the following unit: BLOODLETTERS

Keywords: Infantry, Character, Chaos, Daemon, Bloodmaster, Khorne, Kh’har’ret the Butcher
Faction Keywords: Chaos Daemons

Bloodletters

Bloodletters (10 models)

■ 8 models are equipped with: hellblade.
■ 1 model is equipped with: hellblade; daemonic icon.
■ 1 model is equipped with: hellblade; instrument of Chaos.

Combat Patrol version — modified abilities, stats, unit size32mmInvulnerable 5+
Bloodletters
M6"
T4
Sv7+
InSV5+
W1
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
10Hellblade23+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
10Hellblade23+5-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

The Shadow of ChaosFaction

Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

■ Your deployment zone is always within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.
Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployment zone is always within your...See Army Rule: The Shadow of Chaos

Keywords: Infantry, Battleline, Chaos, Daemon, Khorne, Bloodletters
Faction Keywords: Chaos Daemons

Bloodcrushers

Bloodcrushers (3 models)

■ 1 model is equipped with: hellblade; Juggernaut’s bladed horn.
■ 1 model is equipped with: hellblade; Juggernaut’s bladed horn; daemonic icon.
■ 1 model is equipped with: hellblade; Juggernaut’s bladed horn; instrument of Chaos.

Combat Patrol version — modified abilities, stats, unit size90 x 52.5mm Oval BaseInvulnerable 4+
Bloodcrushers
M10"
T7
Sv4+
InSV4+
W4
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
3Hellblade23+5-22-
3Juggernaut’s bladed horn44+6-11Extra Attacks, Lance
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Hellblade23+5-22-
3Juggernaut’s bladed horn44+6-11Extra Attacks, Lance
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

The Shadow of ChaosFaction

Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

■ Your deployment zone is always within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.
Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployment zone is always within your...See Army Rule: The Shadow of Chaos

Keywords: Mounted, Chaos, Daemon, Khorne, Bloodcrushers
Faction Keywords: Chaos Daemons

Flesh Hounds

Flesh Hounds (5 models)

■ 1 Gore Hound is equipped with: burning roar; gore-drenched fangs; collar of Khorne.
■ 4 Flesh Hounds are equipped with: gore-drenched fangs; collar of Khorne.

Combat Patrol version — modified abilities, stats, unit size60 x 35.5mm Oval BaseInvulnerable 5+
Gore Hound
M12"
T4
Sv7+
InSV5+
W2
Ld7+
OC1
Flesh Hounds
M12"
T4
Sv7+
InSV5+
W2
Ld7+
OC1

Ranged Weapons

Gore Hound - Default Wargear
#WeaponRangeABSSAPDAbilities
1Burning roar - Burning Roar12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Gore Hound - Default Wargear
#WeaponAWSSAPDAbilities
1Gore-drenched fangs33+5-11-
Flesh Hounds - Default Wargear
#WeaponAWSSAPDAbilities
4Gore-drenched fangs33+5-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Burning roar - Burning Roar12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Gore-drenched fangs33+5-11-

Abilities

The Shadow of ChaosFaction

Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

■ Your deployment zone is always within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.
Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployment zone is always within your...See Army Rule: The Shadow of Chaos

Keywords: Beast, Chaos, Daemon, Khorne, Flesh Hounds
Faction Keywords: Chaos Daemons

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Warp Locus (Aura) The area of the battlefield within 3" of the bearer is considered to be within your army’s Shadow of Chaos.

    The area of the battlefield within 3" of the bearer is considered to be within your army’s Shadow of Chaos.

    Enhancement, either/or choice
Unit Abilities
  • Kh’har’ret the Butcher: Leader This model can be attached to the following unit: BLOODLETTERS

    This model can be attached to the following unit: BLOODLETTERS

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Kh’har’ret the Butcher: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Kh’har’ret the Butcher: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Bloodletters: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Army Rules
  • The Shadow of Chaos Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployme...

    Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

    ■ Your deployment zone is always within your army’s Shadow of Chaos.
    ■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
    ■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

Unit Abilities
  • Kh’har’ret the Butcher: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • The Shadow of Chaos While a unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add...

    While a unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

  • The Shadow of Chaos While an enemy unit is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, subtract 1...

    While an enemy unit is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds.

Movement

Your Turn
Unit Abilities
  • Kh’har’ret the Butcher: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Bloodletters: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Empyric Predators - 1CP Your unit can make a Normal move of up to 6". RESTRICTIONS: Until the end of the phase, your unit cannot be...

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One FLESH HOUNDS unit from your army that is within 6" of that enemy unit and has not been targeted with the Fire Overwatch Stratagem this phase.
    EFFECT: Your unit can make a Normal move of up to 6".
    RESTRICTIONS: Until the end of the phase, your unit cannot be targeted with the Fire Overwatch Stratagem.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Manifest Hate - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Blood-Maddened Banishment - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One BLOODLETTERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Enhancements
  • Enhancement: Incarnated Rage While the bearer is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.

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

    Enhancement, either/or choice
Unit Abilities
  • Kh’har’ret the Butcher: A Gory Path Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3".

    Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3".

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Blood-Maddened Banishment - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One BLOODLETTERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Worthy Offerings At the end of the battle, you score 6VP if your opponent’s WARLORD is destroyed. If your opponent’s WARLORD was destr...

    At the end of the battle, you score 6VP if your opponent’s WARLORD is destroyed. If your opponent’s WARLORD was destroyed by an attack made by your WARLORD model, you score 10VP instead.

    Secondary objective, either/or choice
  • Secondary: Dark Conjunction From the second battle round onwards, at the end of your turn, you score 1VP for each objective marker that is within...

    From the second battle round onwards, at the end of your turn, you score 1VP for each objective marker that is within your army’s Shadow of Chaos and not within your deployment zone.

    Secondary objective, either/or choice
Opponent’s Turn
Army Rules
  • The Shadow of Chaos Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: ■ Your deployme...

    Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

    ■ Your deployment zone is always within your army’s Shadow of Chaos.
    ■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
    ■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

Enhancement

Incarnated Rage

Choose one enhancement for this Combat Patrol.

Either/or choice

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

Enhancement

Warp Locus (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

The area of the battlefield within 3" of the bearer is considered to be within your army’s Shadow of Chaos.

Secondary Objective

Worthy Offerings

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 6VP if your opponent’s WARLORD is destroyed. If your opponent’s WARLORD was destroyed by an attack made by your WARLORD model, you score 10VP instead.

Secondary Objective

Dark Conjunction

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your turn, you score 1VP for each objective marker that is within your army’s Shadow of Chaos and not within your deployment zone.

The Shadow of Chaos

Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:

■ Your deployment zone is always within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

Daemonic Manifestation

While a unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

Daemonic Terror

While an enemy unit is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds.

NameCPCategoryPhasesRules
Blood-Maddened Banishment1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One BLOODLETTERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One BLOODLETTERS unit from your army that was selected as the target...
Empyric Predators1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One FLESH HOUNDS unit from your army that is within 6" of that enemy unit and has not been targeted with the Fire Overwatch Stratagem this phase.
EFFECT: Your unit can make a Normal move of up to 6".
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One FLESH HOUNDS unit from your ar...
Manifest Hate1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One LEGIONES DAEMONICA unit from your army that wa...
AbilityProfile TypeDefinitionUsed By
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Bloodcrushers / Bloodcrushers / Juggernaut’s bladed horn
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Flesh Hounds / Gore Hound / Burning roar
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Bloodcrushers / Bloodcrushers / Juggernaut’s bladed horn
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Flesh Hounds / Gore Hound / Burning roar
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Necrons

Amonhotekh’s Guard

Overlord Amonhotekh (1 model)Necron Warriors (10 models)Skorpekh Destroyers (3 models)Canoptek Scarab Swarms (3 models)Canoptek Doomstalker (1 model)

Common names:Combat Patrol: NecronsOverlord with tachyon arrowPlasmacyteNecronMetal SkeletonsThe Infinite EmpireOverlord AmonhotekhNecron WarriorsSkorpekh DestroyersCanoptek Scarab SwarmsCanoptek Doomstalker

5 units 2 enhancements 3 stratagems 2 secondaries

Overlord Amonhotekh

OVERLORD AMONHOTEKH (1 MODEL)

■ This model is equipped with: tachyon arrow; Overlord’s blade.

Combat Patrol datasheet40mmInvulnerable 4+
Overlord Amonhotekh
M5"
T5
Sv2+
InSV4+
W6
Ld4+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Tachyon arrow72"12+16-5D6+2One Shot
One Shot

The bearer can only shoot with this weapon once per battle.

Melee Weapons

#WeaponAWSSAPDAbilities
1Overlord’s blade42+8-32Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Tachyon arrow72"12+16-5D6+2One Shot
One Shot

The bearer can only shoot with this weapon once per battle.

Melee Weapons

#WeaponAWSSAPDAbilities
1Overlord’s blade42+8-32Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Implacable ResilienceUnit

Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.

LeaderUnit

This model can be attached to the following unit: NECRON WARRIORS

Keywords: Infantry, Character, Noble, Overlord, Amonhotekh
Faction Keywords: Necrons

Necron Warriors

NECRON WARRIORS (10 MODELS)

■ 5 models are equipped with: gauss flayer; close combat weapon.
■ 5 models are equipped with: gauss reaper; close combat weapon.

Combat Patrol version — modified abilities, unit size32mm
Necron Warrior
M5"
T4
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Gauss flayer24"14+401Lethal Hits, Rapid Fire 1
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

5Gauss reaper12"24+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon14+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Gauss flayer24"14+401Lethal Hits, Rapid Fire 1
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

5Gauss reaper12"24+4-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon14+401-

Abilities

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Infantry, Battleline, Necron Warriors
Faction Keywords: Necrons

Skorpekh Destroyers

SKORPEKH DESTROYERS (3 MODELS)

■ Every model is equipped with: Skorpekh hyperphase weapons.
■ This unit is equipped with: 1 plasmacyte.

Combat Patrol version — modified abilities, unit size50mm
Skorpekh Destroyer
M8"
T6
Sv3+
InSV-
W3
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
3Skorpekh hyperphase weapons43+7-22-

Melee Weapons

#WeaponAWSSAPDAbilities
3Skorpekh hyperphase weapons43+7-22-

Abilities

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Infantry, Destroyer Cult, Skorpekh Destroyers
Faction Keywords: Necrons

Canoptek Scarab Swarms

CANOPTEK SCARAB SWARMS (3 MODELS)

■ Every model is equipped with: feeder mandibles.

Combat Patrol version — modified abilities, unit size40mm
Canoptek Scarab Swarm
M10"
T2
Sv6+
InSV-
W4
Ld8+
OC0

Melee Weapons

#WeaponAWSSAPDAbilities
3Feeder mandibles65+201Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Feeder mandibles65+201Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Abilities

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Swarm, Fly, Canoptek, Scarab Swarms
Faction Keywords: Necrons

Canoptek Doomstalker

CANOPTEK DOOMSTALKER (1 MODEL)

■ This model is equipped with: doomsday blaster; twin gauss flayer; Doomstalker limbs.

Combat Patrol version — modified abilities, unit size90mmInvulnerable 4+
Canoptek Doomstalker
M8"
T8
Sv3+
InSV4+
W12
Ld8+
OC4

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Doomsday blaster48"D6+14+14-33Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Twin gauss flayer24"14+401Lethal Hits, Rapid Fire 1, Twin-linked
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Doomstalker limbs34+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Doomsday blaster48"D6+14+14-33Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

1Twin gauss flayer24"14+401Lethal Hits, Rapid Fire 1, Twin-linked
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Doomstalker limbs34+601-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Vehicle, Walker, Canoptek, Doomstalker
Faction Keywords: Necrons

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Overlord Amonhotekh: Implacable Resilience Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of...

    Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.

  • Overlord Amonhotekh: Leader This model can be attached to the following unit: NECRON WARRIORS

    This model can be attached to the following unit: NECRON WARRIORS

  • Canoptek Doomstalker: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Canoptek Doomstalker: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Treasures of Aeons At the start of the first battle round, select one objective marker in No Man’s Land. You score 3VP each time a NECRO...

    At the start of the first battle round, select one objective marker in No Man’s Land.

    You score 3VP each time a NECRONS model from your army destroys an enemy unit that started the phase within range of that objective marker or within range of the objective marker within your deployment zone (if there is one).

    Secondary objective, either/or choice
Unit Abilities
  • Overlord Amonhotekh: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Overlord Amonhotekh: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Will of the Overlord - 1CP Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your...

    WHEN: Your Command phase.
    TARGET: One NECRONS unit from your army.
    EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
    RESTRICTIONS: You can only use this Stratagem if an OVERLORD model from your army is on the battlefield.

Enhancements
  • Enhancement: Protocol of Resonant Focus In your Command phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the turn, each...

    In your Command phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the turn, each time a friendly NECRONS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1.

    Enhancement, either/or choice
Army Rules
  • Reanimation Protocols At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Proto...

    At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

    ■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
    ■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

    Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Movement

Your Turn
Enhancements
  • Enhancement: Overriding Control The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Overriding Control The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

  • Weapon ability: One Shot The bearer can only shoot with this weapon once per battle.

    The bearer can only shoot with this weapon once per battle.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Mercurial Resilience - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Mercurial Resilience - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.

  • Disruption Fields - 1CP Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in you...

    WHEN: Fight phase.
    TARGET: One NECRONS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Mercurial Resilience - 1CP Until the end of the phase, models in your unit have a 5+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.

  • Disruption Fields - 1CP Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in you...

    WHEN: Fight phase.
    TARGET: One NECRONS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Reclaim and Dominate At the end of your turn, you score 4VP if one or more NECRONS units from your army (excluding Battle-shocked units) a...

    At the end of your turn, you score 4VP if one or more NECRONS units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

    Secondary objective, either/or choice

Enhancement

Overriding Control

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

Enhancement

Protocol of Resonant Focus

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the turn, each time a friendly NECRONS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1.

Secondary Objective

Reclaim and Dominate

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 4VP if one or more NECRONS units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.

Secondary Objective

Treasures of Aeons

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one objective marker in No Man’s Land.

You score 3VP each time a NECRONS model from your army destroys an enemy unit that started the phase within range of that objective marker or within range of the objective marker within your deployment zone (if there is one).

Reanimation Protocols

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

■ If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.
■ If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

*Example: A unit of Skorpekh Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Skorpekh Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Skorpekh Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Skorpekh Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*

NameCPCategoryPhasesRules
Mercurial Resilience1CPwargearShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One NECRONS unit from your army...
Disruption Fields1CPbattleTacticFightWHEN: Fight phase.
TARGET: One NECRONS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit.
WHEN: Fight phase. TARGET: One NECRONS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, add...
Will of the Overlord1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One NECRONS unit from your army.
EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
WHEN: Your Command phase. TARGET: One NECRONS unit from your army. EFFECT: Until the start of your next Command phase, add 1 to the Objective Contr...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Canoptek Doomstalker / Canoptek Doomstalker / Doomsday blaster
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Overlord Amonhotekh / Overlord Amonhotekh / Overlord’s blade
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Canoptek Doomstalker / Canoptek Doomstalker / Doomsday blaster
Lethal HitsMelee, RangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Canoptek Doomstalker / Canoptek Doomstalker / Twin gauss flayer; Canoptek Scarab Swarms / Canoptek Scarab Swarm / Feeder mandibles; Necron Warriors / Necron Warrior / Gauss flayer; Necron Warriors / Necron Warrior / Gauss reaperCanoptek Doomstalker / Canoptek Doomstalker / Twin gauss flayer; Canoptek Scarab Swarms / Canoptek Scarab Swarm / Feeder mandibles; Necron Warriors...
One ShotRangedThe bearer can only shoot with this weapon once per battle.Overlord Amonhotekh / Overlord Amonhotekh / Tachyon arrow
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Canoptek Doomstalker / Canoptek Doomstalker / Twin gauss flayer; Necron Warriors / Necron Warrior / Gauss flayer
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Canoptek Doomstalker / Canoptek Doomstalker / Twin gauss flayer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Necrons

Mindflenser’s Murder Court

Mokhryst the Mindflenser (1 model)Immortals (5 models)Flayed Ones (5 models)Flayed Ones (5 models)Ophydian Destroyers (3 models)Ophydian Destroyers (3 models)

Common names:White Dwarf 508 Necrons Combat PatrolPsychomancerFlayed OnesOphydian DestroyersFlayer curseOutcast NecronsNecronMetal SkeletonsThe Infinite EmpireMokhryst the MindflenserImmortals

4 units 2 enhancements 3 stratagems 2 secondaries

Mokhryst the Mindflenser

Mokhryst the Mindflenser (1 model)

■ This model is equipped with: abyssal lance.

Combat Patrol datasheet40mm
Mokhryst the Mindflenser
M5"
T4
Sv4+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Abyssal lance - ranged18"14+6-33-

Melee Weapons

#WeaponAWSSAPDAbilities
1Abyssal lance - melee14+6-33-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Abyssal lance - ranged18"14+6-33-

Melee Weapons

#WeaponAWSSAPDAbilities
1Abyssal lance - melee14+6-33-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

• If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

• If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Harbinger of DespairUnit

Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. Tha...

LeaderUnit

This model can be attached to the following unit: IMMORTALS.

Keywords: Mokhryst the Mindflenser, Infantry, Character, Cryptek, Psychomancer
Faction Keywords: Necrons

Immortals

Immortals (5 models)

■ Every model is equipped with: gauss blaster; close combat weapon.

Combat Patrol version — modified unit size32mm
Immortal
M5"
T5
Sv3+
InSV-
W1
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Gauss blaster24"23+5-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Gauss blaster24"23+5-11Lethal Hits
Lethal Hits

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Close combat weapon23+401-

Abilities

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

• If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

• If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Implacable EradicationUnit

Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Wound roll instead.Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker, you...

Keywords: Infantry, Battleline, Immortals
Faction Keywords: Necrons

Flayed Ones

Flayed Ones (5 models)

■ Every model is equipped with: flayer claws.

Combat Patrol version — modified abilities, unit size28.5mm
Flayed One
M5"
T4
Sv4+
InSV-
W1
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
5Flayer claws43+4-11Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
5Flayer claws43+4-11Sustained Hits 1, Twin-linked
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

• If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

• If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Infantry, Flayed Ones
Faction Keywords: Necrons

Ophydian Destroyers

Ophydian Destroyers (3 models)

■ Every model is equipped with: Ophydian hyperphase weapons.

Combat Patrol version — modified abilities, unit size50mm
Ophydian Destroyer
M10"
T5
Sv4+
InSV-
W3
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
3Ophydian hyperphase weapons53+4-22-

Melee Weapons

#WeaponAWSSAPDAbilities
3Ophydian hyperphase weapons53+4-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Reanimation ProtocolsFaction

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

• If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

• If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*
At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds....See Army Rule: Reanimation Protocols

Keywords: Infantry, Destroyer Cult, Ophydian Destroyers
Faction Keywords: Necrons

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Mokhryst the Mindflenser: Leader This model can be attached to the following unit: IMMORTALS.

    This model can be attached to the following unit: IMMORTALS.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Prioritised Excision At the start of the first battle round, select one unit from your opponent’s army. Then your opponent must select one...

    At the start of the first battle round, select one unit from your opponent’s army. Then your opponent must select one other unit from their army.

    At the end of the battle, you score 6VP for each of the selected units that is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Mokhryst the Mindflenser: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Flayed Ones: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Ophydian Destroyers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Mokhryst the Mindflenser: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Neuroflense Protocols The bearer’s weapons have: ■ The [PRECISION] ability. ■ An Attacks characteristic of 3 while targeting a Battle-shock...

    The bearer’s weapons have:

    ■ The [PRECISION] ability.
    ■ An Attacks characteristic of 3 while targeting a Battle-shocked unit, and each time the bearer makes an attack that targets such a unit, add 1 to the Hit roll.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Empirical Harvesting From the second battle round onwards, at the end of your Command phase: ■ You score 2VP if you control at least as ma...

    From the second battle round onwards, at the end of your Command phase:

    ■ You score 2VP if you control at least as many objective markers as your opponent controls.
    ■ You score 2VP if you control more objective markers than your opponent controls.

    Secondary objective, either/or choice
Army Rules
  • Reanimation Protocols At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Proto...

    At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

    • If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

    • If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

    Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

    Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*

Unit Abilities
  • Mokhryst the Mindflenser: Harbinger of Despair Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you...

    Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.

Movement

Your Turn
Unit Abilities
  • Ophydian Destroyers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Prowling Efficiency - 1CP After that enemy unit ends that Fall Back move, your unit can make a Normal move of up to D6+1".

    WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.
    TARGET: One NECRONS unit from your army within Engagement Range of that enemy unit.
    EFFECT: After that enemy unit ends that Fall Back move, your unit can make a Normal move of up to D6+1".

Shooting

Your Turn
Patrol Stratagems
  • Extermination Directive - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is Battle-shocked, you can re-roll the Hit roll instead.

Unit Abilities
  • Mokhryst the Mindflenser: Harbinger of Despair Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you...

    Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.

  • Flayed Ones: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Lethal Hits Critical Hits automatically wound.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Eldritch Nightmares - 1CP That enemy unit must take a Battle-shock test, subtracting 1 from the result if it is within 12" of your unit.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: That enemy unit must take a Battle-shock test, subtracting 1 from the result if it is within 12" of your unit.

Enhancements
  • Enhancement: Shambling Resurrection Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, if one or more models from the b...

    Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, if one or more models from the bearer’s unit were destroyed as a result of those attacks, the bearer can use this Enhancement. If it does, the bearer’s unit’s Reanimation Protocols activate.

    Enhancement, either/or choice

Charge

Your Turn
Unit Abilities
  • Mokhryst the Mindflenser: Harbinger of Despair Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you...

    Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Extermination Directive - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is Battle-shocked, you can re-roll the Hit roll instead.

Unit Abilities
  • Mokhryst the Mindflenser: Harbinger of Despair Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you...

    Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.

Weapon Abilities
  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Extermination Directive - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-r...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is Battle-shocked, you can re-roll the Hit roll instead.

Weapon Abilities
  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Neuroflense Protocols The bearer’s weapons have: ■ The [PRECISION] ability. ■ An Attacks characteristic of 3 while targeting a Battle-shock...

    The bearer’s weapons have:

    ■ The [PRECISION] ability.
    ■ An Attacks characteristic of 3 while targeting a Battle-shocked unit, and each time the bearer makes an attack that targets such a unit, add 1 to the Hit roll.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Prioritised Excision At the start of the first battle round, select one unit from your opponent’s army. Then your opponent must select one...

    At the start of the first battle round, select one unit from your opponent’s army. Then your opponent must select one other unit from their army.

    At the end of the battle, you score 6VP for each of the selected units that is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Immortals: Implacable Eradication Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of...

    Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Wound roll instead.

Enhancement

Neuroflense Protocols

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s weapons have:

■ The [PRECISION] ability.
■ An Attacks characteristic of 3 while targeting a Battle-shocked unit, and each time the bearer makes an attack that targets such a unit, add 1 to the Hit roll.

Enhancement

Shambling Resurrection

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, if one or more models from the bearer’s unit were destroyed as a result of those attacks, the bearer can use this Enhancement. If it does, the bearer’s unit’s Reanimation Protocols activate.

Secondary Objective

Prioritised Excision

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one unit from your opponent’s army. Then your opponent must select one other unit from their army.

At the end of the battle, you score 6VP for each of the selected units that is destroyed.

Secondary Objective

Empirical Harvesting

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase:

■ You score 2VP if you control at least as many objective markers as your opponent controls.
■ You score 2VP if you control more objective markers than your opponent controls.

Reanimation Protocols

At the end of your Command phase, each unit from your army that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound:

• If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound.

• If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining.

Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens.

Example: *A unit of Ophydian Destroyers (which have a Wounds characteristic of 3) activates Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Ophydian Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Ophydian Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Ophydian Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.*

NameCPCategoryPhasesRules
Extermination Directive1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is Battle-shocked, you can re-roll the Hit roll instead.
WHEN: Your Shooting phase or the Fight phase. TARGET: One NECRONS unit from your army that has not been selected to shoot or fight this phase. EFFE...
Prowling Efficiency1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back.
TARGET: One NECRONS unit from your army within Engagement Range of that enemy unit.
EFFECT: After that enemy unit ends that Fall Back move, your unit can make a Normal move of up to D6+1".
WHEN: Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. TARGET: One NECRONS unit from your army within Engagement...
Eldritch Nightmares1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: That enemy unit must take a Battle-shock test, subtracting 1 from the result if it is within 12" of your unit.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One NECRONS unit from your army that was selected...
AbilityProfile TypeDefinitionUsed By
Lethal HitsRangedWeapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automa...Immortals / Immortal / Gauss blaster
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Flayed Ones / Flayed One / Flayer claws
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Flayed Ones / Flayed One / Flayer claws
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Orks

Gordrang’s Gitstompas

Warboss Gordrang (1 model)Boyz (10 models)Boyz (10 models)Deffkoptas (3 models)Deff Dread (1 model)

Common names:Orks Combat Patrol 2023Combat Patrol: Orks (Old)Warboss in Mega ArmourBoss NobGitstompaWaaaghOrcsOrkGreenskinsBeast SnaggaBoyzWarboss Gordrang

5 units 2 enhancements 3 stratagems 2 secondaries

Warboss Gordrang

Warboss Gordrang (1 model)

■ This model is equipped with: big shoota; ’uge choppa.

Combat Patrol datasheet40mmInvulnerable 5+
Warboss Gordrang
M5"
T6
Sv2+
InSV5+
W7
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Big shoota36"34+501Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1’Uge choppa42+12-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Big shoota36"34+501Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1’Uge choppa42+12-22-

Abilities

Dead ’ardUnit

When you call a Waaagh!, until the start of the next battle round, this model has the Feel No Pain 4+ ability.

Waaagh!Faction

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: ■ ORKS units from y...See Army Rule: Waaagh!

Keywords: Infantry, Character, Warboss, Gordrang
Faction Keywords: Orks

Boyz

Boyz (10 models)

■ 1 Boss Nob is equipped with: slugga; big choppa.
■ 5 Boyz are equipped with: slugga; choppa.
■ 3 Boyz are equipped with: shoota; close combat weapon.
■ 1 Boy is equipped with: big shoota; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Boss Nob
M6"
T5
Sv5+
InSV-
W2
Ld7+
OC2
Boy
M6"
T5
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Boss Nob - Default Wargear
#WeaponRangeABSSAPDAbilities
1Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Boy - Default Wargear
#WeaponRangeABSSAPDAbilities
5Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Shoota18"25+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Big shoota36"35+501Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

Boss Nob - Default Wargear
#WeaponAWSSAPDAbilities
1Big choppa33+7-12-
Boy - Default Wargear
#WeaponAWSSAPDAbilities
5Choppa33+4-11-
4Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
6Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Shoota18"25+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Big shoota36"35+501Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Big choppa33+7-12-
5Choppa33+4-11-
4Close combat weapon23+401-

Abilities

Waaagh!Faction

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: ■ ORKS units from y...See Army Rule: Waaagh!

Keywords: Infantry, Battleline, Mob, Boyz
Faction Keywords: Orks

Boyz

Boyz (10 models)

■ 1 Boss Nob is equipped with: slugga; power klaw.
■ 5 Boyz are equipped with: slugga; choppa.
■ 3 Boyz are equipped with: shoota; close combat weapon.
■ 1 Boy is equipped with: rokkit launcha; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Boss Nob
M6"
T5
Sv5+
InSV-
W2
Ld7+
OC2
Boy
M6"
T5
Sv5+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Boss Nob - Default Wargear
#WeaponRangeABSSAPDAbilities
1Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Boy - Default Wargear
#WeaponRangeABSSAPDAbilities
5Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Shoota18"25+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Rokkit launcha24"D35+9-23Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

Boss Nob - Default Wargear
#WeaponAWSSAPDAbilities
1Power klaw34+9-22-
Boy - Default Wargear
#WeaponAWSSAPDAbilities
5Choppa33+4-11-
4Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
6Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Shoota18"25+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Rokkit launcha24"D35+9-23Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Power klaw34+9-22-
5Choppa33+4-11-
4Close combat weapon23+401-

Abilities

Waaagh!Faction

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: ■ ORKS units from y...See Army Rule: Waaagh!

Keywords: Infantry, Battleline, Mob, Boyz
Faction Keywords: Orks

Deffkoptas

Deffkoptas (3 models)

■ 1 model is equipped with: kustom mega-blasta; slugga; spinnin’ blades.
■ 2 models are equipped with: kopta rokkits; slugga; spinnin’ blades.

Combat Patrol version — modified abilities, keywords, unit size75 x 42mm Oval BaseInvulnerable 6+
Deffkopta
M12"
T6
Sv4+
InSV6+
W4
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Kustom mega-blasta24"35+9-2D6Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

3Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Kopta rokkits24"D35+9-23Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Spinnin’ blades63+501-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Kustom mega-blasta24"35+9-2D6Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

3Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Kopta rokkits24"D35+9-23Blast, Twin-linked
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
3Spinnin’ blades63+501-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Waaagh!Faction

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: ■ ORKS units from y...See Army Rule: Waaagh!

Keywords: Vehicle, Fly, Deffkoptas
Faction Keywords: Orks

Deff Dread

Deff Dread (1 model)

■ This model is equipped with: rokkit launcha; 3 dread klaws.

Combat Patrol version — modified unit size60mmInvulnerable 6+
Deff Dread
M8"
T9
Sv2+
InSV6+
W8
Ld7+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Rokkit launcha24"D35+9-23Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
3Dread klaw43+10-23Dead Choppy
Dead Choppy

The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Rokkit launcha24"D35+9-23Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
3Dread klaw43+10-23Dead Choppy
Dead Choppy

The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Waaagh!Faction

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: ■ ORKS units from y...See Army Rule: Waaagh!

Piston-driven BrutalityUnit

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Keywords: Vehicle, Walker, Deff Dread
Faction Keywords: Orks

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Warboss Gordrang: Dead ’ard When you call a Waaagh!, until the start of the next battle round, this model has the Feel N...

    When you call a Waaagh!, until the start of the next battle round, this model has the Feel No Pain 4+ ability.

  • Deff Dread: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Warboss Gordrang: Dead ’ard When you call a Waaagh!, until the start of the next battle round, this model has the Feel N...

    When you call a Waaagh!, until the start of the next battle round, this model has the Feel No Pain 4+ ability.

  • Deff Dread: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Enhancements
  • Enhancement: Tellyporta In the Declare Battle Formations step, select one BOYZ unit from your army. Until the end of the battle, the bearer a...

    In the Declare Battle Formations step, select one BOYZ unit from your army. Until the end of the battle, the bearer and every model in that BOYZ unit have the Deep Strike ability. When setting these units up on the battlefield using the Deep Strike ability, they must be set up in the same turn and within 3" of each other.

    Enhancement, either/or choice
Unit Abilities
  • Deffkoptas: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Start of Battle Round

Your Turn
Secondary Objectives
  • Secondary: Stomp ’Em From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed t...

    From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target. At the end of the battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ORKS model from your army.

    Secondary objective, either/or choice
Army Rules
  • Waaagh! Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...

    Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

    ■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
    ■ ORKS models from your army have a 5+ invulnerable save.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Secondary Objectives
  • Secondary: Proper Lootin’ At the end of your Command phase, for each objective marker you control that is not within your deployment zone and h...

    At the end of your Command phase, for each objective marker you control that is not within your deployment zone and has not yet been looted by your army, you can attempt to loot it. You can loot an objective marker if one or more ORKS units from your army are within range of that objective marker and those units are not within Engagement Range of one or more enemy units. If this is the case, roll one D6: on a 2-4, your army has looted that objective marker and you score 3VP; on a 5+, your army has looted that objective marker and you score 5VP.

    Secondary objective, either/or choice
Unit Abilities
  • Deff Dread: Piston-driven Brutality At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Movement

Your Turn
Army Rules
  • Waaagh! Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...

    Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

    ■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
    ■ ORKS models from your army have a 5+ invulnerable save.

Unit Abilities
  • Deffkoptas: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Grizzled Skarboy Each time a ranged attack is allocated to the bearer, halve the Damage characteristic of that attack.

    Each time a ranged attack is allocated to the bearer, halve the Damage characteristic of that attack.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Krump Da Gitz! - 1CP Your unit can make a Normal move of up to D6", but must end that move as close as possible to that enemy unit.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has finished making its attacks.
    TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Your unit can make a Normal move of up to D6", but must end that move as close as possible to that enemy unit.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Patrol Stratagems
  • Brutal But Kunnin’ - 1CP Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.

    WHEN: Your Charge phase.
    TARGET: One ORKS INFANTRY unit from your army.
    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.

Army Rules
  • Waaagh! Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...

    Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

    ■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
    ■ ORKS models from your army have a 5+ invulnerable save.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Get Stuck In - 1CP Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can mo...

    WHEN: Fight phase.
    TARGET: One ORKS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

Army Rules
  • Waaagh! Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...

    Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

    ■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
    ■ ORKS models from your army have a 5+ invulnerable save.

Unit Abilities
  • Deff Dread: Piston-driven Brutality At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Dead Choppy The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw t...

    The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Get Stuck In - 1CP Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can mo...

    WHEN: Fight phase.
    TARGET: One ORKS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

Weapon Abilities
  • Weapon ability: Dead Choppy The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw t...

    The Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Stomp ’Em From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed t...

    From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target. At the end of the battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ORKS model from your army.

    Secondary objective, either/or choice

Enhancement

Grizzled Skarboy

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time a ranged attack is allocated to the bearer, halve the Damage characteristic of that attack.

Enhancement

Tellyporta

Choose one enhancement for this Combat Patrol.

Either/or choice

In the Declare Battle Formations step, select one BOYZ unit from your army. Until the end of the battle, the bearer and every model in that BOYZ unit have the Deep Strike ability. When setting these units up on the battlefield using the Deep Strike ability, they must be set up in the same turn and within 3" of each other.

Secondary Objective

Stomp ’Em

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the start of the battle round, select one enemy unit that is not destroyed to be your army’s target. At the end of the battle round, you score 3VP if your army’s target for that battle round was destroyed by a melee attack made by an ORKS model from your army.

Secondary Objective

Proper Lootin’

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your Command phase, for each objective marker you control that is not within your deployment zone and has not yet been looted by your army, you can attempt to loot it. You can loot an objective marker if one or more ORKS units from your army are within range of that objective marker and those units are not within Engagement Range of one or more enemy units. If this is the case, roll one D6: on a 2-4, your army has looted that objective marker and you score 3VP; on a 5+, your army has looted that objective marker and you score 5VP.

Waaagh!

Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round:

■ ORKS units from your army are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by ORKS models from your army.
■ ORKS models from your army have a 5+ invulnerable save.

NameCPCategoryPhasesRules
Get Stuck In1CPbattleTacticFightWHEN: Fight phase.
TARGET: One ORKS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
WHEN: Fight phase. TARGET: One ORKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each ti...
Brutal But Kunnin’1CPstrategicPloyChargeWHEN: Your Charge phase.
TARGET: One ORKS INFANTRY unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
WHEN: Your Charge phase. TARGET: One ORKS INFANTRY unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a char...
Krump Da Gitz!1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has finished making its attacks.
TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a Normal move of up to D6", but must end that move as close as possible to that enemy unit.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has finished making its attacks. TARGET: One ORKS unit from your army that was selec...
AbilityProfile TypeDefinitionUsed By
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Boyz / Boy / Rokkit launcha; Deff Dread / Deff Dread / Rokkit launcha; Deffkoptas / Deffkopta / Kopta rokkits
Dead ChoppyMeleeThe Attacks characteristic of this weapon is increased by 1 for each additional Dread klaw the bearer is equipped with.Deff Dread / Deff Dread / Dread klaw
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Deffkoptas / Deffkopta / Kustom mega-blasta
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Boyz / Boss Nob / Slugga; Boyz / Boy / Slugga; Deffkoptas / Deffkopta / Slugga
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Boyz / Boy / Shoota
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Boyz / Boy / Big shoota; Warboss Gordrang / Warboss Gordrang / Big shoota
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Deffkoptas / Deffkopta / Kopta rokkits
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Orks

Morgrim’s Butchas

Beastboss Morgrim (1 Model)Beast Snagga Boyz (10 Models)Beast Snagga Boyz (10 Models)Squighog Boyz (4 Models)

Common names:Morgrim's ButchaMorgrim ButchaCombat Patrol: Orks 2024Combat Patrol: Orks (New)Beast Snagga OrksBomb SquigWaaaghButchaSmashaOrcsOrkGreenskins

3 units 2 enhancements 3 stratagems 2 secondaries

Beastboss Morgrim

BEASTBOSS MORGRIM (1 MODEL)

■ This model is equipped with: shoota; beastchoppa; Beast Snagga klaw.

Combat Patrol datasheet50mmInvulnerable 5+
Beastboss Morgrim
M6"
T5
Sv4+
InSV5+
W6
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shoota18"24+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Beast Snagga klaw43+10-22Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Beastchoppa62+6-12Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Shoota18"24+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Beast Snagga klaw43+10-22Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Beastchoppa62+6-12Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

Feel No Pain 6+Core

Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Waaagh!Faction

If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
■ Models from your army with this ability have a 5+ invulnerable save.
If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...See Army Rule: Waaagh!

BeastbossUnit

While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

LeaderUnit

This model can be attached to the following unit:

■ BEAST SNAGGA BOYZ
This model can be attached to the following unit: ■ BEAST SNAGGA BOYZ

Keywords: Infantry, Character, Beast Snagga, Warboss, Beastboss, Morgrim
Faction Keywords: Orks

Beast Snagga Boyz

BEAST SNAGGA BOYZ (10 MODELS)

■ The Beast Snagga Nob is equipped with: slugga; power snappa.
■ 1 Beast Snagga Boy is equipped with: thump gun; close combat weapon.
■ 8 Beast Snagga Boyz are equipped with: slugga; choppa.

Combat Patrol version — modified unit size32mm
Beast Snagga Boy
M6"
T5
Sv5+
InSV-
W1
Ld7+
OC2
Beast Snagga Nob
M6"
T5
Sv5+
InSV-
W2
Ld7+
OC2

Ranged Weapons

Beast Snagga Nob - Default Wargear
#WeaponRangeABSSAPDAbilities
1Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Beast Snagga Nob - Default Wargear
#WeaponRangeABSSAPDAbilities
1Thump gun18"D35+602Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

8Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Beast Snagga Nob - Default Wargear
#WeaponAWSSAPDAbilities
1Power snappa43+7-12-
Beast Snagga Nob - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon23+501-
8Choppa33+5-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
9Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Thump gun18"D35+602Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Power snappa43+7-12-
1Close combat weapon23+501-
8Choppa33+5-11-

Abilities

Feel No Pain 6+Core

Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Waaagh!Faction

If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
■ Models from your army with this ability have a 5+ invulnerable save.
If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...See Army Rule: Waaagh!

Monster HuntersUnit

Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re‑roll the Hit roll.

Keywords: Infantry, Mob, Battleline, Beast Snagga, Beast Snagga Boyz
Faction Keywords: Orks

Squighog Boyz

SQUIGHOG BOYZ (4 MODELS)

■ The Nob on Smasha Squig is equipped with: slugga; big choppa; squig jaws.
■ 3 Squighog Boyz are equipped with: saddlegit weapons; stikka; squig jaws.

Combat Patrol version — modified abilities, keywords, unit sizeNob on Smasha Squig: 90 x 52.5mm Oval Base Squighog Boyz: 75 x 42mm Oval Base
Squighog Boy
M10"
T7
Sv4+
InSV-
W3
Ld7+
OC2
Nob on Smasha Squig
M10"
T7
Sv4+
InSV-
W4
Ld7+
OC2

Ranged Weapons

Nob on Smasha Squig - Default Wargear
#WeaponRangeABSSAPDAbilities
1Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Squighog Boy - Default Wargear
#WeaponRangeABSSAPDAbilities
3Saddlegit weapons9"14+301Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

3Stikka - ranged9"15+5-12Anti-monster 4+, Anti-vehicle 4+, Assault
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

Nob on Smasha Squig - Default Wargear
#WeaponAWSSAPDAbilities
1Big choppa43+6-12Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

1Squig jaws34+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Squighog Boy - Default Wargear
#WeaponAWSSAPDAbilities
3Stikka - melee33+5-12Anti-monster 4+, Anti-vehicle 4+, Lance
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Squig jaws34+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Slugga12"15+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Saddlegit weapons9"14+301Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

3Stikka - ranged9"15+5-12Anti-monster 4+, Anti-vehicle 4+, Assault
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
1Big choppa43+6-12Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

4Squig jaws34+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

3Stikka - melee33+5-12Anti-monster 4+, Anti-vehicle 4+, Lance
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Waaagh!Faction

If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
■ Models from your army with this ability have a 5+ invulnerable save.
If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next bat...See Army Rule: Waaagh!

Keywords: Mounted, Beast Snagga, Squighog Boyz
Faction Keywords: Orks

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Beastboss Morgrim: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Beastboss Morgrim: Leader This model can be attached to the following unit: ■ BEAST SNAGGA BOYZ

    This model can be attached to the following unit:

    ■ BEAST SNAGGA BOYZ

  • Beast Snagga Boyz: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Beast Snagga Boyz: Monster Hunters Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you c...

    Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re‑roll the Hit roll.

  • Squighog Boyz: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Beastboss Morgrim: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Beast Snagga Boyz: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

  • Squighog Boyz: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Bag The Big ’Un At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models,...

    At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select the enemy WARLORD model instead.

    At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy model was destroyed by your BEASTBOSS model, you score 12VP instead.

    Secondary objective, either/or choice
Unit Abilities
  • Beastboss Morgrim: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Beastboss Morgrim: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Start of Battle Round

Your Turn
Army Rules
  • Waaagh! If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, u...

    If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

    ■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
    ■ Models from your army with this ability have a 5+ invulnerable save.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Army Rules
  • Waaagh! If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, u...

    If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

    ■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
    ■ Models from your army with this ability have a 5+ invulnerable save.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Half-Chewed Models in the bearer’s unit have the Feel No Pain 5+ ability. In addition, each time a ranged attack is allocated to...

    Models in the bearer’s unit have the Feel No Pain 5+ ability. In addition, each time a ranged attack is allocated to a model in the bearer’s unit, add 1 to any armour saving throw made against that attack.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Tough As Squig-hide - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ORKS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Charge

Your Turn
Army Rules
  • Waaagh! If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, u...

    If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

    ■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
    ■ Models from your army with this ability have a 5+ invulnerable save.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Tough As Squig-hide - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ORKS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

  • Bestial Bellow - 1CP Select one enemy unit within 3" of your model. That enemy unit must take a Battle‑shock test and when doing...

    WHEN: Start of the Fight phase.
    TARGET: One BEASTBOSS or SQUIGHOG BOYZ model from your army.
    EFFECT: Select one enemy unit within 3" of your model. That enemy unit must take a Battle‑shock test and when doing so, subtract 1 from the result.

  • Get In There! - 1CP Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" inste...

    WHEN: Fight phase, just before an ORKS unit from your army Piles In.
    TARGET: That ORKS unit.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".

Enhancements
  • Enhancement: Bosskilla Melee weapons equipped by the bearer have the [PRECISION] and [SUSTAINED HITS 1] abilities.

    Melee weapons equipped by the bearer have the [PRECISION] and [SUSTAINED HITS 1] abilities.

    Enhancement, either/or choice
Army Rules
  • Waaagh! If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, u...

    If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

    ■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
    ■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
    ■ Models from your army with this ability have a 5+ invulnerable save.

Unit Abilities
  • Beastboss Morgrim: Beastboss While this model is leading a unit, each time a model in that unit makes a melee attack, add...

    While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Tough As Squig-hide - 1CP Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that a...

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ORKS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

  • Bestial Bellow - 1CP Select one enemy unit within 3" of your model. That enemy unit must take a Battle‑shock test and when doing...

    WHEN: Start of the Fight phase.
    TARGET: One BEASTBOSS or SQUIGHOG BOYZ model from your army.
    EFFECT: Select one enemy unit within 3" of your model. That enemy unit must take a Battle‑shock test and when doing so, subtract 1 from the result.

  • Get In There! - 1CP Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" inste...

    WHEN: Fight phase, just before an ORKS unit from your army Piles In.
    TARGET: That ORKS unit.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".

Unit Abilities
  • Beastboss Morgrim: Beastboss While this model is leading a unit, each time a model in that unit makes a melee attack, add...

    While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Bag The Big ’Un At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models,...

    At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select the enemy WARLORD model instead.

    At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy model was destroyed by your BEASTBOSS model, you score 12VP instead.

    Secondary objective, either/or choice
  • Secondary: Krumpin’ Spree At the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edg...

    At the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you score 1VP for each other objective you control that is not within your deployment zone.

    Secondary objective, either/or choice

Enhancement

Half-Chewed

Choose one enhancement for this Combat Patrol.

Either/or choice

Models in the bearer’s unit have the Feel No Pain 5+ ability. In addition, each time a ranged attack is allocated to a model in the bearer’s unit, add 1 to any armour saving throw made against that attack.

Enhancement

Bosskilla

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have the [PRECISION] and [SUSTAINED HITS 1] abilities.

Secondary Objective

Bag The Big ’Un

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy MONSTER or VEHICLE model. If there are no such enemy models, select the enemy WARLORD model instead.

At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy model was destroyed by your BEASTBOSS model, you score 12VP instead.

Secondary Objective

Krumpin’ Spree

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 3VP if you control the objective marker closest to your opponent’s battlefield edge and you score 1VP for each other objective you control that is not within your deployment zone.

Waaagh!

If your Army Faction is ORKS, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:

■ Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
■ Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
■ Models from your army with this ability have a 5+ invulnerable save.

NameCPCategoryPhasesRules
Tough As Squig-hide1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ORKS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ORKS INFANTRY unit from you...
Bestial Bellow1CPepicDeedFightWHEN: Start of the Fight phase.
TARGET: One BEASTBOSS or SQUIGHOG BOYZ model from your army.
EFFECT: Select one enemy unit within 3" of your model. That enemy unit must take a Battle‑shock test and when doing so, subtract 1 from the result.
WHEN: Start of the Fight phase. TARGET: One BEASTBOSS or SQUIGHOG BOYZ model from your army. EFFECT: Select one enemy unit within 3" of your model....
Get In There!1CPbattleTacticFightWHEN: Fight phase, just before an ORKS unit from your army Piles In.
TARGET: That ORKS unit.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile‑in move, it can move up to 6" instead of up to 3".
WHEN: Fight phase, just before an ORKS unit from your army Piles In. TARGET: That ORKS unit. EFFECT: Until the end of the phase, each time a model...
AbilityProfile TypeDefinitionUsed By
Anti-monster 4+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Beastboss Morgrim / Beastboss Morgrim / Beast Snagga klaw; Beastboss Morgrim / Beastboss Morgrim / Beastchoppa; Squighog Boyz / Nob on Smasha Squig / Big choppa; Squighog Boyz / Squighog Boy / StikkaBeastboss Morgrim / Beastboss Morgrim / Beast Snagga klaw; Beastboss Morgrim / Beastboss Morgrim / Beastchoppa; Squighog Boyz / Nob on Smasha Squig...
Anti-vehicle 4+Melee, RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Beastboss Morgrim / Beastboss Morgrim / Beast Snagga klaw; Beastboss Morgrim / Beastboss Morgrim / Beastchoppa; Squighog Boyz / Nob on Smasha Squig / Big choppa; Squighog Boyz / Squighog Boy / StikkaBeastboss Morgrim / Beastboss Morgrim / Beast Snagga klaw; Beastboss Morgrim / Beastboss Morgrim / Beastchoppa; Squighog Boyz / Nob on Smasha Squig...
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Squighog Boyz / Squighog Boy / Saddlegit weapons; Squighog Boyz / Squighog Boy / Stikka
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Beast Snagga Boyz / Beast Snagga Nob / Thump gun
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Squighog Boyz / Nob on Smasha Squig / Squig jaws; Squighog Boyz / Squighog Boy / Squig jaws
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Squighog Boyz / Squighog Boy / Stikka
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Beast Snagga Boyz / Beast Snagga Nob / Slugga; Squighog Boyz / Nob on Smasha Squig / Slugga
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Beastboss Morgrim / Beastboss Morgrim / Shoota
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Space Wolves

Askar’s Wolfpack

Fyrri Askar (1 model)Blood Claws (10 models)Wolf Guard Terminators (5 models)Wulfen (5 models)

Common names:Combat Patrol: Space Wolves 2025Space Wolves Combat Patrol 2025FenrisFenrisiansSixth LegionWolf Guard Battle LeaderPack LeaderSpace MarinesMarinesWolvesRoutSons of Russ

4 units 2 enhancements 3 stratagems 2 secondaries

Fyrri Askar

FYRRI ASKAR (1 MODEL)
■ This model is equipped with: master‑crafted power weapon; storm shield.

Combat Patrol datasheet40mmInvulnerable 4+
Fyrri Askar
M7"
T4
Sv3+
InSV4+
W5
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon - Master‑crafted power weapon72+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon - Master‑crafted power weapon72+5-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Heroic Last StandUnit

If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed mode...

LeaderUnit

This model can be attached to the following unit: BLOOD CLAWS

Keywords: Infantry, Character, Imperium, Tacticus, Wolf Guard, Battle Leader, Fyrri Askar
Faction Keywords: Space Marines, Space Wolves

Wolf Guard Terminators

WOLF GUARD TERMINATORS (5 MODELS)
■ The Wolf Guard Terminator Pack Leader model is equipped with: relic greataxe.
■ 3 Wolf Guard Terminator models are equipped with: storm bolter; master‑crafted power weapon.
■ 1 Wolf Guard Terminator model is equipped with: assault cannon; power fist.

Combat Patrol version — modified unit size40mmInvulnerable 4+
Wolf Guard Terminator Pack Leader
M6"
T5
Sv2+
InSV4+
W3
Ld6+
OC1
Wolf Guard Terminator
M6"
T5
Sv2+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Wolf Guard Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
3Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Assault cannon24"62+601Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

Wolf Guard Terminator Pack Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Relic greataxe - Relic Greataxe33+7-23Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Wolf Guard Terminator - Default Wargear
#WeaponAWSSAPDAbilities
3Master-crafted power weapon - Master‑crafted power weapon43+5-22-
1Power Fist - Power fist33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Storm bolter24"22+401Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Assault cannon24"62+601Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Melee Weapons

#WeaponAWSSAPDAbilities
1Relic greataxe - Relic Greataxe33+7-23Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

3Master-crafted power weapon - Master‑crafted power weapon43+5-22-
1Power Fist - Power fist33+8-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Rugged ResilienceUnit

Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, sub...

Keywords: Infantry, Imperium, Terminator, Wolf Guard, Wolf Guard Terminators
Faction Keywords: Space Marines, Space Wolves

Blood Claws

BLOOD CLAWS (10 MODELS)
■ The Blood Claw Pack Leader model is equipped with: plasma pistol; power weapon. 
■ Every Blood Claw model is equipped with: bolt pistol, Astartes chainsword.

Combat Patrol version — modified abilities, keywords, unit size32mm
Blood Claw Pack Leader
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Blood Claw
M7"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Blood Claw Pack Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Blood Claw - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Blood Claw Pack Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
Blood Claw - Default Wargear
#WeaponAWSSAPDAbilities
9Astartes chainsword43+4-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Power weapon43+5-21-
9Astartes chainsword43+4-11-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Infantry, Imperium, Tacticus, Blood Claws
Faction Keywords: Space Marines, Space Wolves

Wulfen

WULFEN (5 MODELS)
■ 3 Wulfen models are equipped with: Wulfen weapons.
■ 2 Wulfen models are equipped with: Wulfen weapons; stormfrag auto‑launcher.

Combat Patrol version — modified abilities, unit size40mm
Wulfen
M9"
T6
Sv4+
InSV-
W2
Ld7+
OC0

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Stormfrag auto‑launcher12"D34+401Assault, Blast
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
5Wulfen weapons33+5-22Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
2Stormfrag auto‑launcher12"D34+401Assault, Blast
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
5Wulfen weapons33+5-22Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.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...See Army Rule: Oath of Moment

Savage FrenzyUnit

Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take...

Keywords: Infantry, Imperium, Wulfen
Faction Keywords: Space Marines, Space Wolves

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Lone Wolf The bearer has the Lone Operative and Stealth abilities.

    The bearer has the Lone Operative and Stealth abilities.

    Enhancement, either/or choice
Unit Abilities
  • Fyrri Askar: Leader This model can be attached to the following unit: BLOOD CLAWS

    This model can be attached to the following unit: BLOOD CLAWS

  • Wolf Guard Terminators: Rugged Resilience Each time an attack targets this unit, if the Strength characteristic of that attack is grea...

    Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Fyrri Askar: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Wolf Guard Terminators: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Fyrri Askar: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Secondary Objectives
  • Secondary: Assault and Overrun From the second battle round onwards, at the end of your Command phase, if there is an objective marker not within yo...

    From the second battle round onwards, at the end of your Command phase, if there is an objective marker not within your deployment zone that you control, you score 1VP. If there are two or more such objective markers, you score 2VP instead.

    Secondary objective, either/or choice
Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Wolf Guard Terminators: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Wulfen: Savage Frenzy Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this un...

    Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Hunter’s Instinct - 1CP Your unit can make a Normal move of up to D3".

    WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
    TARGET: One SPACE WOLVES unit from your army (excluding TERMINATOR units) that is within 9" of that enemy unit.
    EFFECT: Your unit can make a Normal move of up to D3".

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Defiant Resistance - 1CP Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WOLF GUARD BATTLE LEADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks
    EFFECT: Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

Charge

Your Turn
Enhancements
  • Enhancement: Eager Combatant Add 1 to Charge rolls made for the bearer’s unit.

    Add 1 to Charge rolls made for the bearer’s unit.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Savage Decapitation - 1CP Until the end of the phase, each time a model in your unit makes an attack, on a Critical Hit, that attack...

    WHEN: Fight phase.
    TARGET: One BLOOD CLAWS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Hit, that attack has the [PRECISION] ability.

  • Defiant Resistance - 1CP Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WOLF GUARD BATTLE LEADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks
    EFFECT: Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

Unit Abilities
  • Fyrri Askar: Heroic Last Stand If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6:...

    If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Savage Decapitation - 1CP Until the end of the phase, each time a model in your unit makes an attack, on a Critical Hit, that attack...

    WHEN: Fight phase.
    TARGET: One BLOOD CLAWS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Hit, that attack has the [PRECISION] ability.

  • Defiant Resistance - 1CP Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WOLF GUARD BATTLE LEADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks
    EFFECT: Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.

Unit Abilities
  • Fyrri Askar: Heroic Last Stand If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6:...

    If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Stand Firm At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of t...

    At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of the battlefield.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice

Enhancement

Lone Wolf

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities.

Enhancement

Eager Combatant

Choose one enhancement for this Combat Patrol.

Either/or choice

Add 1 to Charge rolls made for the bearer’s unit.

Secondary Objective

Assault and Overrun

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, if there is an objective marker not within your deployment zone that you control, you score 1VP. If there are two or more such objective markers, you score 2VP instead.

Secondary Objective

Stand Firm

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 3VP for each TERMINATOR model from your army that is within 3" of the centre of the battlefield.

You cannot score more than 12VP from this secondary objective.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re‑roll the Hit roll.

NameCPCategoryPhasesRules
Savage Decapitation1CPbattleTacticFightWHEN: Fight phase.
TARGET: One BLOOD CLAWS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Hit, that attack has the [PRECISION] ability.
WHEN: Fight phase. TARGET: One BLOOD CLAWS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase,...
Defiant Resistance1CPepicDeedShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One WOLF GUARD BATTLE LEADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks
EFFECT: Until the end of the phase, the WOLF GUARD BATTLE LEADER model in your unit has the Feel No Pain 5+ ability.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One WOLF GUARD BATTLE LEADER un...
Hunter’s Instinct1CPstrategicPloyMovementWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: One SPACE WOLVES unit from your army (excluding TERMINATOR units) that is within 9" of that enemy unit.
EFFECT: Your unit can make a Normal move of up to D3".
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One SPACE WOLVES unit from your ar...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Wulfen / Wulfen / Stormfrag auto‑launcher
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Wulfen / Wulfen / Stormfrag auto‑launcher
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Wolf Guard Terminators / Wolf Guard Terminator / Assault cannon; Wolf Guard Terminators / Wolf Guard Terminator Pack Leader / Relic greataxe
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Blood Claws / Blood Claw Pack Leader / Plasma pistol
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Blood Claws / Blood Claw / Bolt pistol; Blood Claws / Blood Claw Pack Leader / Plasma pistol
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Wolf Guard Terminators / Wolf Guard Terminator / Storm bolter
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Wulfen / Wulfen / Wulfen weapons
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Space Wolves

Thoryk’s Void Hunters

Battle Leader Thoryk (1 model)Intercessor Squad (10 models)Reiver Squad (5 models)Invictor Tactical Warsuit (1 model)

Common names:Combat Patrol: Space Wolvesold Space Wolves Combat PatrolOOP Space Wolves Combat PatrolSons of RussPrimaris Space Wolves LieutenantSpace Wolves Upgrade SprueHaldorHoundSpace MarinesMarinesWolvesRout

4 units 2 enhancements 3 stratagems 2 secondaries

Battle Leader Thoryk

Battle Leader Thoryk (1 model)

■ This model is equipped with: bolt pistol; master-crafted bolt rifle; master-crafted power weapon.

Combat Patrol datasheet40mm
Battle Leader Thoryk
M6"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Master-crafted bolt rifle24"22+4-12-

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon52+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"12+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Master-crafted bolt rifle24"22+4-12-

Melee Weapons

#WeaponAWSSAPDAbilities
1Master-crafted power weapon52+5-22-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Target PriorityUnit

This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

LeaderUnit

This model can be attached to the following unit: INTERCESSOR SQUAD

Keywords: Infantry, Character, Imperium, Tacticus, Battle Leader, Thoryk
Faction Keywords: Space Marines, Space Wolves

Intercessor Squad

Intercessor Squad (10 models)

■ 1 Intercessor Sergeant is equipped with: bolt pistol; Astartes chainsword.
■ 9 Intercessors are equipped with: bolt rifle; bolt pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size32mm
Intercessor Sergeant
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Intercessor
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Intercessor Sergeant - Default Wargear
#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Intercessor - Default Wargear
#WeaponRangeABSSAPDAbilities
9Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

9Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Intercessor Sergeant - Default Wargear
#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
Intercessor - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

9Bolt rifle24"23+4-11Assault, Heavy
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Astartes chainsword53+4-11-
9Close combat weapon33+401-

Abilities

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five...

Keywords: Infantry, Battleline, Imperium, Tacticus, Intercessor Squad
Faction Keywords: Space Marines, Space Wolves

Reiver Squad

Reiver Squad (5 models)

■ Every model is equipped with: special issue bolt pistol; combat knife; Reiver grav-chute.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Reiver
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Special issue bolt pistol12"13+4-11Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
5Combat knife43+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Special issue bolt pistol12"13+4-11Pistol, Precision
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
5Combat knife43+401Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Scouts 6"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Fearsome AssaultUnit

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Keywords: Infantry, Smoke, Imperium, Phobos, Reiver Squad
Faction Keywords: Space Marines, Space Wolves

Invictor Tactical Warsuit

Invictor Tactical Warsuit (1 model)

■ This model is equipped with: fragstorm grenade launcher; heavy bolter; twin ironhail autocannon; twin ironhail heavy stubber; Invictor fist.

Combat Patrol version — modified abilities, unit size90mm
Invictor Tactical Warsuit
M8"
T8
Sv3+
InSV-
W12
Ld6+
OC4

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Twin ironhail autocannon48"33+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin ironhail heavy stubber36"33+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Invictor fist53+14-23-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fragstorm grenade launcher18"D63+401Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

1Heavy bolter36"33+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Twin ironhail autocannon48"33+9-13Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Twin ironhail heavy stubber36"33+401Rapid Fire 3, Twin-linked
Rapid Fire 3

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Invictor fist53+14-23-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Scouts 8"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Oath of MomentFaction

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.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...See Army Rule: Oath of Moment

Keywords: Vehicle, Walker, Imperium, Phobos, Invictor Tactical Warsuit
Faction Keywords: Space Marines, Space Wolves

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Battle Leader Thoryk: Leader This model can be attached to the following unit: INTERCESSOR SQUAD

    This model can be attached to the following unit: INTERCESSOR SQUAD

  • Invictor Tactical Warsuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Invictor Tactical Warsuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Enhancements
  • Enhancement: Tireless Hunter At the start of the first battle round, select one enemy unit. Each time the bearer makes an attack that targets that...

    At the start of the first battle round, select one enemy unit. Each time the bearer makes an attack that targets that unit, add 1 to the Wound roll.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Mighty Saga At the start of the first battle round, select one enemy CHARACTER, MONSTER or VEHICLE model. At the end of the battl...

    At the start of the first battle round, select one enemy CHARACTER, MONSTER or VEHICLE model.

    At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy unit was destroyed by your BATTLE LEADER model, you score 12VP instead.

    Secondary objective, either/or choice
Unit Abilities
  • Battle Leader Thoryk: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Intercessor Squad: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models.

  • Reiver Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Invictor Tactical Warsuit: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

Opponent’s Turn
Unit Abilities
  • Battle Leader Thoryk: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Unit Abilities
  • Reiver Squad: Fearsome Assault At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Opponent’s Turn
Army Rules
  • Oath of Moment At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command p...

    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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

Movement

Your Turn
Unit Abilities
  • Battle Leader Thoryk: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

  • Reiver Squad: Scouts 6" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 6".

  • Invictor Tactical Warsuit: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Keen Senses - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability...

    WHEN: Your Shooting phase.
    TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Hit roll of 1.

  • Pack Ambush - 1CP That enemy unit must take a Battle-shock test. When doing so, subtract 2 from the result.

    WHEN: Your Shooting phase, just after a REIVER SQUAD unit from your army has finished making its attacks.
    TARGET: One enemy unit that was hit by one or more of those attacks and is not within Engagement Range of that REIVER SQUAD unit.
    EFFECT: That enemy unit must take a Battle-shock test. When doing so, subtract 2 from the result.

Unit Abilities
  • Battle Leader Thoryk: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 3 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

  • Smokescreen - 1CP Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Enhancements
  • Enhancement: Ferocious You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have alrea...

    You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

    Enhancement, either/or choice
Unit Abilities
  • Battle Leader Thoryk: Target Priority This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

    This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • A Warrior’s Death - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Reiver Squad: Fearsome Assault At the start of the Fight phase, each enemy unit within Engagement Range of one or more unit...

    At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • A Warrior’s Death - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Mighty Saga At the start of the first battle round, select one enemy CHARACTER, MONSTER or VEHICLE model. At the end of the battl...

    At the start of the first battle round, select one enemy CHARACTER, MONSTER or VEHICLE model.

    At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy unit was destroyed by your BATTLE LEADER model, you score 12VP instead.

    Secondary objective, either/or choice
  • Secondary: Reiving Conquerors At the end of your opponent’s turn, you score 3VP if you control at least one objective marker in No Man’s Land and y...

    At the end of your opponent’s turn, you score 3VP if you control at least one objective marker in No Man’s Land and you control at least as many objective markers in No Man’s Land as your opponent does.

    Secondary objective, either/or choice

Enhancement

Tireless Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy unit. Each time the bearer makes an attack that targets that unit, add 1 to the Wound roll.

Enhancement

Ferocious

Choose one enhancement for this Combat Patrol.

Either/or choice

You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

Secondary Objective

Mighty Saga

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy CHARACTER, MONSTER or VEHICLE model.

At the end of the battle, you score 8VP if that enemy model is destroyed. If that enemy unit was destroyed by your BATTLE LEADER model, you score 12VP instead.

Secondary Objective

Reiving Conquerors

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 3VP if you control at least one objective marker in No Man’s Land and you control at least as many objective markers in No Man’s Land as your opponent does.

Oath of Moment

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 Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.

NameCPCategoryPhasesRules
A Warrior’s Death1CPepicDeedFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the tar...
Keen Senses1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Hit roll of 1.
WHEN: Your Shooting phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Pack Ambush1CPstrategicPloyShootingWHEN: Your Shooting phase, just after a REIVER SQUAD unit from your army has finished making its attacks.
TARGET: One enemy unit that was hit by one or more of those attacks and is not within Engagement Range of that REIVER SQUAD unit.
EFFECT: That enemy unit must take a Battle-shock test. When doing so, subtract 2 from the result.
WHEN: Your Shooting phase, just after a REIVER SQUAD unit from your army has finished making its attacks. TARGET: One enemy unit that was hit by on...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Intercessor Squad / Intercessor / Bolt rifle
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Fragstorm grenade launcher
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Intercessor Squad / Intercessor / Bolt rifle
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Battle Leader Thoryk / Battle Leader Thoryk / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant / Bolt pistol; Reiver Squad / Reiver / Special issue bolt pistolBattle Leader Thoryk / Battle Leader Thoryk / Bolt pistol; Intercessor Squad / Intercessor / Bolt pistol; Intercessor Squad / Intercessor Sergeant...
PrecisionMelee, RangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Reiver Squad / Reiver / Combat knife; Reiver Squad / Reiver / Special issue bolt pistol
Rapid Fire 3RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail heavy stubber
Sustained Hits 1RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Heavy bolter
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail autocannon; Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail heavy stubberInvictor Tactical Warsuit / Invictor Tactical Warsuit / Twin ironhail autocannon; Invictor Tactical Warsuit / Invictor Tactical Warsuit / Twin iron...
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Smokescreen1CPwargearShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One SMOKE unit from your army that was selected as...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Thousand Sons

Prism of Zadophon

Zadophon the Soul Eater (1 model)Rubric Marines (10 models)Kaa’skrek (1 model)Tzaangor Enlightened (3 models)

Common names:Combat Patrol: Thousand Sons 2025Daemon PrinceTzaangor ShamanFatecaster GreatbowsAspiring SorcererChaosTzeentchRubricsRubric MarinesHeretic AstartesChaos Space MarinesDust Boys

4 units 2 enhancements 3 stratagems 2 secondaries

Zadophon the Soul Eater

Zadaphon the Soul Eater (1 model)

■ This model is equipped with: infernal cannon; hellforged weapons.

Combat Patrol datasheet60mmInvulnerable 4+
Zadophon the Soul Eater
M9"
T10
Sv2+
InSV4+
W10
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Infernal Cannon24"32+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Hellforged Weapons122+6-11Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Infernal Cannon24"32+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Hellforged Weapons122+6-11Devastating Wounds, Psychic
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Cabal of SorcerersFaction

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below.At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select on...See Army Rule: Cabal of Sorcerers

Spirit SnareUnit

Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2).Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ab...

Keywords: Monster, Character, Daemon, Psyker, Chaos, Tzeentch, Daemon Prince, Zadophon the Soul Eater
Faction Keywords: Thousand Sons

Kaa’skrek

Kaa’skrek (1 Model)

■ This model is equipped with: Baleful Devolution; force stave.

Combat Patrol datasheet40mmInvulnerable 5+
Kaa’skrek
M10"
T4
Sv5+
InSV5+
W4
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Baleful Devolution18"D63+901Blast, Devastating Wounds, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force stave33+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Baleful Devolution18"D63+901Blast, Devastating Wounds, Psychic
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force stave33+5-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Cabal of SorcerersFaction

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below.At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select on...See Army Rule: Cabal of Sorcerers

Bestial ProphetUnit

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

LeaderUnit

This model can be attached to the following unit: TZAANGOR ENLIGHTENED

Keywords: Infantry, Mounted, Character, Fly, Psyker, Chaos, Tzeentch, Mutant, Tzaangor Shaman, Kaa’skrek
Faction Keywords: Thousand Sons

Rubric Marines

Rubric Marines (10 models)

■ The Aspiring Sorcerer model is equipped with: inferno bolt pistol; Malefic Curse; force weapon.
■ 1 Rubric Marine model is equipped with: soulreaper cannon; close combat weapon.
■ 5 Rubric Marine models are equipped with: warpflamer; close combat weapon.
■ 3 Rubric Marine models are equipped with: inferno boltgun; close combat weapon.

Combat Patrol version — modified abilities, unit size32mmInvulnerable 5+
Aspiring Sorcerer
M6"
T4
Sv3+
InSV5+
W3
Ld6+
OC2
Rubric Marine
M6"
T4
Sv3+
InSV5+
W2
Ld7+
OC2

Ranged Weapons

Aspiring Sorcerer - Default Wargear
#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Malefic Curse24"33+4-31Anti-infantry 4+, Devastating Wounds, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Rubric Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
1Soulreaper cannon24"63+6-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

5Warpflamer12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

3Inferno boltgun24"23+4-21-

Melee Weapons

Aspiring Sorcerer - Default Wargear
#WeaponAWSSAPDAbilities
1Force weapon33+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Rubric Marine - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Malefic Curse24"33+4-31Anti-infantry 4+, Devastating Wounds, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Soulreaper cannon24"63+6-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

5Warpflamer12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

3Inferno boltgun24"23+4-21-

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon33+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

9Close combat weapon23+401-

Abilities

Cabal of SorcerersFaction

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below.At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select on...See Army Rule: Cabal of Sorcerers

Keywords: Infantry, Battleline, Chaos, Tzeentch, Rubricae, Rubric Marines, Psyker
Faction Keywords: Thousand Sons

Tzaangor Enlightened

Tzaangor Enlightened (3 models)

■ Every model is equipped with: divining spear

Combat Patrol version — modified stats, unit size40mmInvulnerable 5+
Tzaangor Enlightened
M10"
T4
Sv5+
InSV5+
W2
Ld7+
OC2

Melee Weapons

#WeaponAWSSAPDAbilities
3Divining Spear34+5-12Lance, Precision
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
3Divining Spear34+5-12Lance, Precision
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Prophesied DoomUnit

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is w...

Keywords: Mounted, Fly, Chaos, Tzeentch, Mutant, Tzaangor Enlightened
Faction Keywords: Thousand Sons

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Zadophon the Soul Eater: Spirit Snare Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destr...

    Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2).

  • Kaa’skrek: Bestial Prophet While this model is leading a unit, each time a model in that unit makes an attack, add 1 to...

    While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.

  • Kaa’skrek: Leader This model can be attached to the following unit: TZAANGOR ENLIGHTENED

    This model can be attached to the following unit: TZAANGOR ENLIGHTENED

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Zadophon the Soul Eater: Spirit Snare Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destr...

    Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2).

Before Battle

Your Turn
Unit Abilities
  • Kaa’skrek: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Opponent’s Turn
Unit Abilities
  • Kaa’skrek: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Enhancements
  • Enhancement: Perplexing Gibberhex In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until t...

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

    Enhancement, either/or choice
Army Rules
  • Cabal of Sorcerers: Temporal Surge (Psychic) — Warp Charge - 6 Temporal Surge (Psychic) — Warp Charge - 6 Select one friendly THOUSAND SONS unit that is not within Engagement Range...

    Temporal Surge (Psychic) — Warp Charge - 6
    Select one friendly THOUSAND SONS 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", and until the end of the turn, that unit is not eligible to declare a charge.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Paradigm of Rivalry - 1CP Your model can attempt one Ritual no model from your army has manifested this turn.

    WHEN: Start of your Shooting phase, just after a THOUSAND SONS PSYKER model from your army has attempted a Ritual.
    TARGET: One other THOUSAND SONS PSYKER model from your army.
    EFFECT: Your model can attempt one Ritual no model from your army has manifested this turn.

  • Curse Foretold - 1CP Until the end of the phase, the Malefic Curse weapon equipped by your unit’s Aspiring Sorcerer model has th...

    WHEN: Your Shooting phase.
    TARGET: One RUBRIC MARINES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, the Malefic Curse weapon equipped by your unit’s Aspiring Sorcerer model has the [PISTOL] ability and each time that model makes an attack with that weapon, add 1 to the Hit roll.

Enhancements
  • Enhancement: Perplexing Gibberhex In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until t...

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

    Enhancement, either/or choice
Army Rules
  • Cabal of Sorcerers At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those lis...

    At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Mutable Illusion - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TZAANGOR SHAMAN or TZAANGOR ENLIGHTENED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Charge

Your Turn
Enhancements
  • Enhancement: Perplexing Gibberhex In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until t...

    In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

    Enhancement, either/or choice
Army Rules
  • Cabal of Sorcerers If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result...

    If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

  • Cabal of Sorcerers: Desiny’s Ruin (Psychic) — Warp Charge - 5 Desiny’s Ruin (Psychic) — Warp Charge - 5 Select one enemy unit within 24" of and visible to the manifesting model. U...

    Desiny’s Ruin (Psychic) — Warp Charge - 5
    Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1.

  • Cabal of Sorcerers: Temporal Surge (Psychic) — Warp Charge - 6 Temporal Surge (Psychic) — Warp Charge - 6 Select one friendly THOUSAND SONS unit that is not within Engagement Range...

    Temporal Surge (Psychic) — Warp Charge - 6
    Select one friendly THOUSAND SONS 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", and until the end of the turn, that unit is not eligible to declare a charge.

Unit Abilities
  • Tzaangor Enlightened: Prophesied Doom Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it,...

    Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Mutable Illusion - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TZAANGOR SHAMAN or TZAANGOR ENLIGHTENED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Enhancements
  • Enhancement: Key to the Eternity Cage Once per battle, when the bearer is selected to fight, it can use this Enhancement. If it does, until the end of the...

    Once per battle, when the bearer is selected to fight, it can use this Enhancement. If it does, until the end of the phase, its hellforged weapons have an Attacks characteristic of 5, a Strength characteristic of 9 and a Damage characteristic of 3.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Mutable Illusion - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TZAANGOR SHAMAN or TZAANGOR ENLIGHTENED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Arcane Rite From the second battle round onwards, if your RUBRIC MARINES unit is within range of one or more Arcane objective mar...

    From the second battle round onwards, if your RUBRIC MARINES unit is within range of one or more Arcane objective markers you control, you score 3VP.

    Secondary objective, either/or choice
  • Secondary: Feast of Soul Secrets Each time an enemy unit is destroyed, if that unit was within 3" of your WARLORD at the start of the phase, you score...

    Each time an enemy unit is destroyed, if that unit was within 3" of your WARLORD at the start of the phase, you score 3VP.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice

Enhancement

Perplexing Gibberhex

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

Enhancement

Key to the Eternity Cage

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle, when the bearer is selected to fight, it can use this Enhancement. If it does, until the end of the phase, its hellforged weapons have an Attacks characteristic of 5, a Strength characteristic of 9 and a Damage characteristic of 3.

Secondary Objective

Arcane Rite

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, if your RUBRIC MARINES unit is within range of one or more Arcane objective markers you control, you score 3VP.

Secondary Objective

Feast of Soul Secrets

Choose one secondary objective for this Combat Patrol.

Either/or choice

Each time an enemy unit is destroyed, if that unit was within 3" of your WARLORD at the start of the phase, you score 3VP.

You cannot score more than 12VP from this secondary objective.

Cabal of Sorcerers

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below.

Psychic Test Sequence

Roll 2D6

Channel the Warp (Optional)

Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.

If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

Desiny’s Ruin (Psychic) — Warp Charge - 5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1.

Temporal Surge (Psychic) — Warp Charge - 6
Select one friendly THOUSAND SONS 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", and until the end of the turn, that unit is not eligible to declare a charge.

NameCPCategoryPhasesRules
Mutable Illusion1CPstrategicPloyShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One TZAANGOR SHAMAN or TZAANGOR ENLIGHTENED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TZAANGOR SHAMAN or TZAANGOR...
Paradigm of Rivalry1CPstrategicPloyShootingWHEN: Start of your Shooting phase, just after a THOUSAND SONS PSYKER model from your army has attempted a Ritual.
TARGET: One other THOUSAND SONS PSYKER model from your army.
EFFECT: Your model can attempt one Ritual no model from your army has manifested this turn.
WHEN: Start of your Shooting phase, just after a THOUSAND SONS PSYKER model from your army has attempted a Ritual. TARGET: One other THOUSAND SONS...
Curse Foretold1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One RUBRIC MARINES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, the Malefic Curse weapon equipped by your unit’s Aspiring Sorcerer model has the [PISTOL] ability and each time that model makes an attack with that weapon, add 1 to the Hit roll.
WHEN: Your Shooting phase. TARGET: One RUBRIC MARINES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Rubric Marines / Aspiring Sorcerer / Malefic Curse
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Kaa’skrek / Kaa’skrek / Baleful Devolution
Devastating WoundsMelee, RangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Kaa’skrek / Kaa’skrek / Baleful Devolution; Rubric Marines / Aspiring Sorcerer / Malefic Curse; Rubric Marines / Rubric Marine / Soulreaper cannon; Zadophon the Soul Eater / Zadophon the Soul Eater / Hellforged WeaponsKaa’skrek / Kaa’skrek / Baleful Devolution; Rubric Marines / Aspiring Sorcerer / Malefic Curse; Rubric Marines / Rubric Marine / Soulreaper cannon;...
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Rubric Marines / Rubric Marine / Warpflamer
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Tzaangor Enlightened / Tzaangor Enlightened / Divining Spear
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Rubric Marines / Aspiring Sorcerer / Inferno bolt pistol
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Tzaangor Enlightened / Tzaangor Enlightened / Divining Spear
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Kaa’skrek / Kaa’skrek / Baleful Devolution; Kaa’skrek / Kaa’skrek / Force stave; Rubric Marines / Aspiring Sorcerer / Force weapon; Rubric Marines / Aspiring Sorcerer / Malefic Curse; Zadophon the Soul Eater / Zadophon the Soul Eater / Hellforged WeaponsKaa’skrek / Kaa’skrek / Baleful Devolution; Kaa’skrek / Kaa’skrek / Force stave; Rubric Marines / Aspiring Sorcerer / Force weapon; Rubric Marines...
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Rubric Marines / Rubric Marine / Warpflamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Thousand Sons

The Coven Temporus

Ahrak the Time Weaver (1 model)Scarab Occult Terminators (5 models)Tzaangors (10 models)Tzaangors (10 models)

Common names:Combat Patrol: Thousand Sons 2022Infernal MasterScarab Occult SorcererChaosTzeentchRubricsRubric MarinesHeretic AstartesChaos Space MarinesDust BoysThe XV LegionThousands Sons

3 units 2 enhancements 3 stratagems 2 secondaries

Ahrak the Time Weaver

Ahrak the Time Weaver (1 model)

■ This model is equipped with: inferno bolt pistol; Screamer Invocation; force weapon.

Combat Patrol datasheet40mmInvulnerable 5+
Ahrak the Time Weaver
M6"
T4
Sv3+
InSV5+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Screamer Invocation - witchfire18"2D3-6-21Psychic, Torrent
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Screamer Invocation - focused witchfire18"2D6-6-21Hazardous, Psychic, Torrent
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"12+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Screamer Invocation - witchfire18"2D3-6-21Psychic, Torrent
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

1Screamer Invocation - focused witchfire18"2D6-6-21Hazardous, Psychic, Torrent
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

Cabal of Sorcerers 2Faction

At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.

During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.
At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generate...See Army Rule: Cabal of Sorcerers

Glimpse of Eternity [Psychic]Unit

Once per turn, you can change the result of one Hit roll, one Wound roll, one Damage roll or one saving throw made for this model to an unmodified 6.

Keywords: Infantry, Character, Psyker, Chaos, Tzeentch, Infernal Master, Ahrak the Time Weaver
Faction Keywords: Thousand Sons

Scarab Occult Terminators

Scarab Occult Terminators (5 models)

■ 1 Scarab Occult Sorcerer is equipped with: Warpsmite; force weapon; Prosperine khopesh.
■ 2 Scarab Occult Terminators are equipped with: inferno combi-bolter; Prosperine khopesh.
■ 1 Scarab Occult Terminator is equipped with: soulreaper cannon; Prosperine khopesh.
■ 1 Scarab Occult Terminator is equipped with: hellfyre missile rack; inferno combi-bolter; Prosperine khopesh.

Combat Patrol version — modified abilities, keywords, stats, unit size40mmInvulnerable 4+
Scarab Occult Sorcerer
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1
Scarab Occult Terminator
M5"
T5
Sv2+
InSV4+
W3
Ld6+
OC1

Ranged Weapons

Scarab Occult Sorcerer - Default Wargear
#WeaponRangeABSSAPDAbilities
1Warpsmite18"33+4-31Anti-infantry 4+, Devastating Wounds, Pistol, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scarab Occult Terminator - Default Wargear
#WeaponRangeABSSAPDAbilities
3Inferno combi-bolter24"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Soulreaper cannon24"63+6-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Hellfyre missile rack36"23+10-23-

Melee Weapons

Scarab Occult Sorcerer - Default Wargear
#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Prosperine khopesh33+5-22-
Scarab Occult Terminator - Default Wargear
#WeaponAWSSAPDAbilities
4Prosperine khopesh33+5-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Warpsmite18"33+4-31Anti-infantry 4+, Devastating Wounds, Pistol, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

3Inferno combi-bolter24"23+4-11Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Soulreaper cannon24"63+6-11Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

1Hellfyre missile rack36"23+10-23-

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

5Prosperine khopesh33+5-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Cabal of Sorcerers 1Faction

At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.

During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.
At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generate...See Army Rule: Cabal of Sorcerers

Implacable GuardiansUnit

While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the Strength characteristic of that attack is...

Keywords: Infantry, Terminator, Chaos, Tzeentch, Scarab Occult, Psyker
Faction Keywords: Thousand Sons

Tzaangors

Tzaangors (10 models)

■ Every model is equipped with: autopistol; chainsword.

Combat Patrol version — modified abilities, keywords, stats, unit size32mmInvulnerable 6+
Tzaangor
M6"
T4
Sv6+
InSV6+
W1
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
10Chainsword34+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
10Chainsword34+401-

Abilities

Relic HuntersUnit

At the end of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it: for each 4+, you gain 1 Cabal point.At the end of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability wit...

Keywords: Infantry, Battleline, Chaos, Tzeentch, Tzaangors
Faction Keywords: Thousand Sons

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: Arch-Diabolist The bearer has the Deep Strike and Lone Operative abilities. In addition, both of the bearer’s Screamer Invocation we...

    The bearer has the Deep Strike and Lone Operative abilities. In addition, both of the bearer’s Screamer Invocation weapon profiles have the [PISTOL] ability.

    Enhancement, either/or choice
Unit Abilities
  • Ahrak the Time Weaver: Glimpse of Eternity [Psychic] Once per turn, you can change the result of one Hit roll, one Wound roll, one Damage roll or...

    Once per turn, you can change the result of one Hit roll, one Wound roll, one Damage roll or one saving throw made for this model to an unmodified 6.

  • Scarab Occult Terminators: Implacable Guardians While this unit contains one or more PSYKER models, each time an attack is made against this...

    While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Scarab Occult Terminators: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Temporal Sorceries The bearer has the Deep Strike and Lone Operative abilities. In addition, at the end of your Command phase, if the be...

    The bearer has the Deep Strike and Lone Operative abilities. In addition, at the end of your Command phase, if the bearer is on the battlefield, you gain D3 Cabal points.

    Enhancement, either/or choice
Army Rules
  • Cabal of Sorcerers At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding B...

    At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.

    During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.

Unit Abilities
  • Tzaangors: Relic Hunters At the end of your Command phase, roll one D6 for each objective marker you control that has...

    At the end of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it: for each 4+, you gain 1 Cabal point.

Movement

Your Turn
Unit Abilities
  • Scarab Occult Terminators: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Mutant Cunning - 1CP Your unit can make a Normal move of up to D6" and, until the end of the phase, each time a ranged attack ta...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Your unit can make a Normal move of up to D6" and, until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Malign Entanglement - 1CP Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

    WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
    TARGET: One THOUSAND SONS unit from your army that was selected as a target of that charge.
    EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Wreathed in Warpflame - 1CP Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability an...

    WHEN: Fight phase.
    TARGET: One THOUSAND SONS unit from your army (excluding TZAANGORS units) that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, an unmodified Hit roll of 5+ scores a Critical Hit.

Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Wreathed in Warpflame - 1CP Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability an...

    WHEN: Fight phase.
    TARGET: One THOUSAND SONS unit from your army (excluding TZAANGORS units) that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, an unmodified Hit roll of 5+ scores a Critical Hit.

Secondary Objectives
  • Secondary: Sorcerous Ritual From the second battle round onwards, at the end of your opponent’s Fight phase, if one or more PSYKER models from yo...

    From the second battle round onwards, at the end of your opponent’s Fight phase, if one or more PSYKER models from your army are within range of an objective marker that you control and that is not within your deployment zone, roll one D6, adding 1 to the result for each remaining Cabal point you have (to a maximum of +3): on a 5+, you score 3VP

    Secondary objective, either/or choice
Weapon Abilities
  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Bringer of Change At the end of each phase, you score D3 VP if one or more enemy models were destroyed by Psychic Attacks made by model...

    At the end of each phase, you score D3 VP if one or more enemy models were destroyed by Psychic Attacks made by models from your army that phase.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Unit Abilities
  • Tzaangors: Relic Hunters At the end of your Command phase, roll one D6 for each objective marker you control that has...

    At the end of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it: for each 4+, you gain 1 Cabal point.

Enhancement

Temporal Sorceries

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Deep Strike and Lone Operative abilities. In addition, at the end of your Command phase, if the bearer is on the battlefield, you gain D3 Cabal points.

Enhancement

Arch-Diabolist

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Deep Strike and Lone Operative abilities. In addition, both of the bearer’s Screamer Invocation weapon profiles have the [PISTOL] ability.

Secondary Objective

Sorcerous Ritual

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your opponent’s Fight phase, if one or more PSYKER models from your army are within range of an objective marker that you control and that is not within your deployment zone, roll one D6, adding 1 to the result for each remaining Cabal point you have (to a maximum of +3): on a 5+, you score 3VP

Secondary Objective

Bringer of Change

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score D3 VP if one or more enemy models were destroyed by Psychic Attacks made by models from your army that phase.

You cannot score more than 12VP from this secondary objective.

Cabal of Sorcerers

At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.

During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.

Weaver of Fates (Psychic) — 2 Cabal points
Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly THOUSAND SONS model whose unit is within 18" of this PSYKER, you can re-roll that saving throw

Echoes from the Warp (Psychic) — 6 Cabal points
Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already used that Stratagem this phase.

NameCPCategoryPhasesRules
Wreathed in Warpflame1CPbattleTacticFightWHEN: Fight phase.
TARGET: One THOUSAND SONS unit from your army (excluding TZAANGORS units) that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability and each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, an unmodified Hit roll of 5+ scores a Critical Hit.
WHEN: Fight phase. TARGET: One THOUSAND SONS unit from your army (excluding TZAANGORS units) that has not been selected to fight this phase. EFFECT...
Mutant Cunning1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a Normal move of up to D6" and, until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One TZAANGORS unit from your army that was selecte...
Malign Entanglement1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
TARGET: One THOUSAND SONS unit from your army that was selected as a target of that charge.
EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One THOUSAND SONS unit from your army that was selected...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Scarab Occult Terminators / Scarab Occult Sorcerer / Warpsmite
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Scarab Occult Terminators / Scarab Occult Sorcerer / Warpsmite; Scarab Occult Terminators / Scarab Occult Terminator / Soulreaper cannon
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Ahrak the Time Weaver / Ahrak the Time Weaver / Screamer Invocation
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Ahrak the Time Weaver / Ahrak the Time Weaver / Inferno bolt pistol; Scarab Occult Terminators / Scarab Occult Sorcerer / Warpsmite; Tzaangors / Tzaangor / AutopistolAhrak the Time Weaver / Ahrak the Time Weaver / Inferno bolt pistol; Scarab Occult Terminators / Scarab Occult Sorcerer / Warpsmite; Tzaangors / Tz...
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Ahrak the Time Weaver / Ahrak the Time Weaver / Force weapon; Ahrak the Time Weaver / Ahrak the Time Weaver / Screamer Invocation; Scarab Occult Terminators / Scarab Occult Sorcerer / Force weapon; Scarab Occult Terminators / Scarab Occult Sorcerer / WarpsmiteAhrak the Time Weaver / Ahrak the Time Weaver / Force weapon; Ahrak the Time Weaver / Ahrak the Time Weaver / Screamer Invocation; Scarab Occult Te...
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Scarab Occult Terminators / Scarab Occult Terminator / Inferno combi-bolter
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Ahrak the Time Weaver / Ahrak the Time Weaver / Screamer Invocation
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Thousand Sons

Warptongue’s Hex-pact

Madrax Warptongue (1 model)Rubric Marines (10 models)Flamers (3 models)Screamers (3 models)Screamers (3 models)

Common names:White Dwarf 514 Combat PatrolExalted SorcererTzeentch DaemonsFlamers of TzeentchScreamers of TzeentchChaosTzeentchRubricsRubric MarinesHeretic AstartesChaos Space MarinesDust Boys

4 units 2 enhancements 3 stratagems 2 secondaries

Madrax Warptongue

Madrax Warptongue (1 model)

■ This model is equipped with: inferno bolt pistol; Pandaemonic Delusion; force weapon; Prosperine khopesh.

Combat Patrol datasheet32mmInvulnerable 5+
Madrax Warptongue
M6"
T4
Sv3+
InSV5+
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Pandaemonic Delusion24"63+5-11Psychic, Sustained Hits 3
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
0Prosperine khopesh33+5-22-
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Pandaemonic Delusion24"63+5-11Psychic, Sustained Hits 3
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Sustained Hits 3

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
0Prosperine khopesh33+5-22-
1Force weapon43+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

Blessings of ChangeFaction

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence belowAt the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select on...See Army Rule: Blessings of Change

Empyric Guidance [Psychic]Unit

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

LeaderUnit

This model can be attached to the following unit: RUBRIC MARINES

Keywords: Infantry, Character, Psyker, Chaos, Tzeentch, Sorcerer, Madrax Warptongue
Faction Keywords: Thousand Sons

Rubric Marines

Rubric Marines (10 models)

■ The Aspiring Sorcerer model is equipped with: inferno bolt pistol; Malefic Curse; force weapon.
■ 1 Rubric Marine model is equipped with: soulreaper cannon; close combat weapon.
■ 5 Rubric Marine models are equipped with: warpflamer; close combat weapon.
■ 3 Rubric Marine models are equipped with: inferno boltgun; close combat weapon.

Combat Patrol version — modified abilities, stats, unit size32mmInvulnerable 5+
Aspiring Sorcerer
M6"
T4
Sv3+
InSV5+
W2
Ld7+
OC2
Rubric Marine
M6"
T4
Sv3+
InSV5+
W2
Ld7+
OC2

Ranged Weapons

Aspiring Sorcerer - Default Wargear
#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Malefic Curse24"33+4-31Anti-infantry 4+, Devastating Wounds, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Rubric Marine - Default Wargear
#WeaponRangeABSSAPDAbilities
1Soulreaper cannon24"63+6-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

5Warpflamer12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

3Inferno boltgun24"23+4-21-

Melee Weapons

Aspiring Sorcerer - Default Wargear
#WeaponAWSSAPDAbilities
1Force weapon33+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Rubric Marine - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Inferno bolt pistol12"13+4-11Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Malefic Curse24"33+4-31Anti-infantry 4+, Devastating Wounds, Psychic
Anti-infantry 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

1Soulreaper cannon24"63+6-21Devastating Wounds
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

5Warpflamer12"D6-4-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

3Inferno boltgun24"23+4-21-

Melee Weapons

#WeaponAWSSAPDAbilities
1Force weapon33+6-1D3Psychic
Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

9Close combat weapon23+401-

Abilities

Blessings of ChangeFaction

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence belowAt the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select on...See Army Rule: Blessings of Change

Keywords: Infantry, Battleline, Chaos, Tzeentch, Rubricae, Rubric Marines, Psyker
Faction Keywords: Thousand Sons

Flamers

Flamers (3 Models)

■ Every model is equipped with: flickering flames; Flamer mouths.

Combat Patrol version — modified abilities, stats, unit size32mmInvulnerable 4+
Flamer
M9"
T4
Sv7+
InSV4+
W3
Ld8+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flickering flames12"D6-4-11Ignores Cover, Psychic, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Flamer mouths34+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Flickering flames12"D6-4-11Ignores Cover, Psychic, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Psychic

If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
3Flamer mouths34+401-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Bounding LeapsUnit

This unit is eligible to shoot in a turn in which it Fell Back.

Keywords: Infantry, Fly, Chaos, Daemon, Tzeentch, Summoned, Flamers
Faction Keywords: Scintillating Legions

Screamers

Screamers (3 models)

■ Every model is equipped with: lamprey bite.

Combat Patrol version — modified abilities, stats, unit sizeSmall Flying BaseInvulnerable 4+
Screamer
M14"
T4
Sv6+
InSV4+
W3
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
3Lamprey bite33+6-22Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Melee Weapons

#WeaponAWSSAPDAbilities
3Lamprey bite33+6-22Anti-monster 4+, Anti-vehicle 4+
Anti-monster 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Slashing DiveUnit

In your Movement phase, after this unit ends a Normal move, select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.In your Movement phase, after this unit ends a Normal move, select one enemy unit it moved over during that move and roll one D6 for each model in...

Keywords: Beast, Fly, Chaos, Daemon, Tzeentch, Summoned, Screamers
Faction Keywords: Scintillating Legions

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Madrax Warptongue: Empyric Guidance [Psychic] While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL...

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

  • Madrax Warptongue: Leader This model can be attached to the following unit: RUBRIC MARINES

    This model can be attached to the following unit: RUBRIC MARINES

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Expunge All Obstacles At the start of the first battle round, select one enemy model with the highest Wounds characteristic from your oppon...

    At the start of the first battle round, select one enemy model with the highest Wounds characteristic from your opponent’s army that is also on the battlefield.

    At the end of the battle, you score 6VP if that enemy model’s unit is destroyed. If that enemy model’s unit was destroyed in the first three battle rounds, you score 10VP instead.

    Secondary objective, either/or choice
Unit Abilities
  • Madrax Warptongue: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Flamers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Screamers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Unit Abilities
  • Madrax Warptongue: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Enhancements
  • Enhancement: Ephemeral Form ■ The bearer’s unit is eligible to shoot in a turn in which it Advanced or Fell Back. ■ Each time a model in the bear...

    ■ The bearer’s unit is eligible to shoot in a turn in which it Advanced or Fell Back.
    ■ Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

    Enhancement, either/or choice
Army Rules
  • Blessings of Change: Temporal Surge (Psychic) — Warp Charge - 6 Temporal Surge (Psychic) — Warp Charge - 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is no...

    Temporal Surge (Psychic) — Warp Charge - 6
    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", and until the end of the turn, that unit is not eligible to declare a charge.

Unit Abilities
  • Flamers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Flamers: Bounding Leaps This unit is eligible to shoot in a turn in which it Fell Back.

    This unit is eligible to shoot in a turn in which it Fell Back.

  • Screamers: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Screamers: Slashing Dive In your Movement phase, after this unit ends a Normal move, select one enemy unit it moved o...

    In your Movement phase, after this unit ends a Normal move, select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Patrol Stratagems
  • Intimidating Intrusion - 1CP Select one PSYKER model in your unit, then select one objective marker within 12" of that model that is und...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One THOUSAND SONS PSYKER unit from your army.
    EFFECT: Select one PSYKER model in your unit, then select one objective marker within 12" of that model that is under your opponent’s control and has no models from your opponent’s army within range that have an Objective Control characteristic of 1 or more. Your unit takes a Leadership test. If that test is passed, that objective marker is no longer under your opponent’s control or secured by them.

Shooting

Your Turn
Enhancements
  • Enhancement: Worthy Offerings The bearer’s ranged weapons have the [PISTOL] and [PRECISION] abilities.

    The bearer’s ranged weapons have the [PISTOL] and [PRECISION] abilities.

    Enhancement, either/or choice
  • Enhancement: Ephemeral Form ■ The bearer’s unit is eligible to shoot in a turn in which it Advanced or Fell Back. ■ Each time a model in the bear...

    ■ The bearer’s unit is eligible to shoot in a turn in which it Advanced or Fell Back.
    ■ Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

    Enhancement, either/or choice
Army Rules
  • Blessings of Change At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those lis...

    At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below

Unit Abilities
  • Flamers: Bounding Leaps This unit is eligible to shoot in a turn in which it Fell Back.

    This unit is eligible to shoot in a turn in which it Fell Back.

Weapon Abilities
  • Weapon ability: Anti-infantry 4+ Critical Wounds against Infantry on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

  • Weapon ability: Sustained Hits 3 Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each t...

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Army Rules
  • Blessings of Change If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result...

    If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

  • Blessings of Change: Destiny’s Ruin (Psychic) — Warp Charge - 5 Destiny’s Ruin (Psychic) — Warp Charge - 5 Select one enemy unit within 24" of and visible to the manifesting model....

    Destiny’s Ruin (Psychic) — Warp Charge - 5
    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.

  • Blessings of Change: Temporal Surge (Psychic) — Warp Charge - 6 Temporal Surge (Psychic) — Warp Charge - 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is no...

    Temporal Surge (Psychic) — Warp Charge - 6
    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", and until the end of the turn, that unit is not eligible to declare a charge.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Wrath of the Warp - 1CP Until the end of the phase, each time a PSYKER or SCINTILLATING LEGIONS model from your unit is destroyed,...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a PSYKER or SCINTILLATING LEGIONS model from your unit is destroyed, after the attacking unit has finished making its attacks, roll one D6, adding 2 to the result if the destroyed model has the PSYKER keyword: on a 2-4, the attacking unit suffers 1 mortal wound; on a 5+, the attacking unit suffers 2 mortal wounds.

  • Cursetouch - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by PSYKER and SCIN...

    WHEN: Fight phase.
    TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by PSYKER and SCINTILLATING LEGIONS models in your unit.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Wrath of the Warp - 1CP Until the end of the phase, each time a PSYKER or SCINTILLATING LEGIONS model from your unit is destroyed,...

    WHEN: Fight phase, just after an enemy unit has selected its targets.
    TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a PSYKER or SCINTILLATING LEGIONS model from your unit is destroyed, after the attacking unit has finished making its attacks, roll one D6, adding 2 to the result if the destroyed model has the PSYKER keyword: on a 2-4, the attacking unit suffers 1 mortal wound; on a 5+, the attacking unit suffers 2 mortal wounds.

  • Cursetouch - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by PSYKER and SCIN...

    WHEN: Fight phase.
    TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by PSYKER and SCINTILLATING LEGIONS models in your unit.

Weapon Abilities
  • Weapon ability: Anti-monster 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Psychic If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those w...

    If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Corrupting Congregation While an objective marker that you control has one or more THOUSAND SONS units from your army (excluding Battle-shock...

    While an objective marker that you control has one or more THOUSAND SONS units from your army (excluding Battle-shocked units) within range of it and one or more SCINTILLATING LEGIONS units from your army (excluding Battle-shocked units) within range of it, it is Cursed by your army.

    ■ At the end of your turn, you score 1VP if there are one or more objective markers Cursed by your army.
    ■ At the end of your opponent’s turn, you score 2VP if there are one or more objective markers Cursed by your army.

    Secondary objective, either/or choice
  • Secondary: Expunge All Obstacles At the start of the first battle round, select one enemy model with the highest Wounds characteristic from your oppon...

    At the start of the first battle round, select one enemy model with the highest Wounds characteristic from your opponent’s army that is also on the battlefield.

    At the end of the battle, you score 6VP if that enemy model’s unit is destroyed. If that enemy model’s unit was destroyed in the first three battle rounds, you score 10VP instead.

    Secondary objective, either/or choice

Enhancement

Worthy Offerings

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer’s ranged weapons have the [PISTOL] and [PRECISION] abilities.

Enhancement

Ephemeral Form

Choose one enhancement for this Combat Patrol.

Either/or choice

■ The bearer’s unit is eligible to shoot in a turn in which it Advanced or Fell Back.
■ Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

Secondary Objective

Corrupting Congregation

Choose one secondary objective for this Combat Patrol.

Either/or choice

While an objective marker that you control has one or more THOUSAND SONS units from your army (excluding Battle-shocked units) within range of it and one or more SCINTILLATING LEGIONS units from your army (excluding Battle-shocked units) within range of it, it is Cursed by your army.

■ At the end of your turn, you score 1VP if there are one or more objective markers Cursed by your army.
■ At the end of your opponent’s turn, you score 2VP if there are one or more objective markers Cursed by your army.

Secondary Objective

Expunge All Obstacles

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, select one enemy model with the highest Wounds characteristic from your opponent’s army that is also on the battlefield.

At the end of the battle, you score 6VP if that enemy model’s unit is destroyed. If that enemy model’s unit was destroyed in the first three battle rounds, you score 10VP instead.

Blessings of Change

At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. 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 manifested this turn, then take a Psychic test for that model by following the sequence below

Psychic Test Sequence

Roll 2D6

Channel the Warp (Optional)

Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.

If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

Destiny’s Ruin (Psychic) — Warp Charge - 5
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.

Temporal Surge (Psychic) — Warp Charge - 6
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", and until the end of the turn, that unit is not eligible to declare a charge.

NameCPCategoryPhasesRules
Wrath of the Warp1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a PSYKER or SCINTILLATING LEGIONS model from your unit is destroyed, after the attacking unit has finished making its attacks, roll one D6, adding 2 to the result if the destroyed model has the PSYKER keyword: on a 2-4, the attacking unit suffers 1 mortal wound; on a 5+, the attacking unit suffers 2 mortal wounds.
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army...
Cursetouch1CPbattleTacticFightWHEN: Fight phase.
TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by PSYKER and SCINTILLATING LEGIONS models in your unit.
WHEN: Fight phase. TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that has not been selected to fight this phase. EF...
Intimidating Intrusion1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One THOUSAND SONS PSYKER unit from your army.
EFFECT: Select one PSYKER model in your unit, then select one objective marker within 12" of that model that is under your opponent’s control and has no models from your opponent’s army within range that have an Objective Control characteristic of 1 or more. Your unit takes a Leadership test. If that test is passed, that objective marker is no longer under your opponent’s control or secured by them.
WHEN: End of your opponent’s Movement phase. TARGET: One THOUSAND SONS PSYKER unit from your army. EFFECT: Select one PSYKER model in your unit, th...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Rubric Marines / Aspiring Sorcerer / Malefic Curse
Anti-monster 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Screamers / Screamer / Lamprey bite
Anti-vehicle 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Screamers / Screamer / Lamprey bite
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Rubric Marines / Aspiring Sorcerer / Malefic Curse; Rubric Marines / Rubric Marine / Soulreaper cannon
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Flamers / Flamer / Flickering flames; Rubric Marines / Rubric Marine / Warpflamer
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Madrax Warptongue / Madrax Warptongue / Inferno bolt pistol; Rubric Marines / Aspiring Sorcerer / Inferno bolt pistol
PsychicMelee, RangedIf a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic...Flamers / Flamer / Flickering flames; Madrax Warptongue / Madrax Warptongue / Force weapon; Madrax Warptongue / Madrax Warptongue / Pandaemonic Delusion; Rubric Marines / Aspiring Sorcerer / Force weapon; Rubric Marines / Aspiring Sorcerer / Malefic CurseFlamers / Flamer / Flickering flames; Madrax Warptongue / Madrax Warptongue / Force weapon; Madrax Warptongue / Madrax Warptongue / Pandaemonic Del...
Sustained Hits 3RangedWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Madrax Warptongue / Madrax Warptongue / Pandaemonic Delusion
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Flamers / Flamer / Flickering flames; Rubric Marines / Rubric Marine / Warpflamer
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Tyranids

Insidious Infiltrators

Death’s Shadow (1 model)Lictor (1 model)Von Ryan’s Leapers (3 models)Von Ryan’s Leapers (3 models)Von Ryan’s Leapers (3 models)

Common names:Hive Fleet Leviathan Combat PatrolWhite Dwarf 497 TyranidsWhite Dwarf 496Neurolictorvanguard organismsDrovokFort AngelosaInfiltratorNidsTyranidHive MindGenestealers

3 units 2 enhancements 3 stratagems 2 secondaries

Death’s Shadow

DEATH’S SHADOW (1 MODEL)

■ This model is equipped with: piercing claws and talons.

Combat Patrol datasheet50mmInvulnerable 4+
Death’s Shadow
M8"
T5
Sv4+
InSV4+
W7
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Piercing claws and talons62+6-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Piercing claws and talons62+6-21Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Shadow in the WarpFaction

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.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 th...

Neural DisruptionUnit

In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test.

Psychological Saboteur [Aura]Unit

While an enemy unit is within 12" of this model, if that unit is Battle-shocked:

■ Each time a model in that unit makes an attack, subtract 1 from the Hit roll.
■ Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.
While an enemy unit is within 12" of this model, if that unit is Battle-shocked: ■ Each time a model in that unit makes an attack, subtract 1 from...

Keywords: Infantry, Great Devourer, Vanguard Invader, Neurolictor, Death’s Shadow
Faction Keywords: Tyranids

Lictor

LICTOR (1 MODEL)

■ This model is equipped with: Lictor claws and talons

Combat Patrol version — modified abilities, unit size50mm
Lictor
M8"
T6
Sv4+
InSV-
W6
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Lictor claws and talons62+7-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Lictor claws and talons62+7-22Precision
Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Fights FirstCore

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Feeder TendrilsUnit

Each time this model destroys an enemy CHARACTER model, you gain 1CP.

Keywords: Infantry, Great Devourer, Vanguard Invader, Lictor
Faction Keywords: Tyranids

Von Ryan’s Leapers

VON RYAN’S LEAPERS (3 MODELS)

■ Every model is equipped with: Leaper’s talons.

Combat Patrol version — modified abilities, stats, unit size40mmInvulnerable 6+
Von Ryan’s Leapers
M10"
T5
Sv4+
InSV6+
W3
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
3Leaper’s talons63+5-11-

Melee Weapons

#WeaponAWSSAPDAbilities
3Leaper’s talons63+5-11-

Abilities

Fights FirstCore

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Pouncing LeapUnit

You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different...

Keywords: Infantry, Great Devourer, Vanguard Invader, Von Ryan’s Leapers
Faction Keywords: Tyranids

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Death’s Shadow: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Death’s Shadow: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Lictor: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Lictor: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Von Ryan’s Leapers: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Pheromonal Trace - 1CP Select one objective marker your unit is within range of and that you control. That objective marker is sec...

    WHEN: Your Command phase.
    TARGET: One VON RYAN’S LEAPERS unit from your army.
    EFFECT: Select one objective marker your unit is within range of and that you control. That objective marker is secured by you (see the main Combat Patrol rules).

Enhancements
  • Enhancement: Neurogoad In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Comma...

    In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Command phase, you can re-roll Charge rolls made for that unit, and each time a model in that unit makes an attack, you can re-roll the Hit roll.

    Enhancement, either/or choice
Army Rules
  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Unit Abilities
  • Death’s Shadow: Neural Disruption In your Command phase, select one enemy unit within 12" of this model. That unit must take a...

    In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test.

  • Death’s Shadow: Psychological Saboteur [Aura] While an enemy unit is within 12" of this model, if that unit is Battle-shocked: ■ Each time...

    While an enemy unit is within 12" of this model, if that unit is Battle-shocked:

    ■ Each time a model in that unit makes an attack, subtract 1 from the Hit roll.
    ■ Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.

  • Lictor: Feeder Tendrils Each time this model destroys an enemy CHARACTER model, you gain 1CP.

    Each time this model destroys an enemy CHARACTER model, you gain 1CP.

Opponent’s Turn
Army Rules
  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Movement

Your Turn
Patrol Stratagems
  • Predators, Not Prey - 1CP Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a...

    WHEN: Your Movement phase or your Charge phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
    EFFECT: Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a model in your unit makes a move, it can move horizontally through models as if they were not there.

Enhancements
  • Enhancement: Psionic Phantoms Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from...

    Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from an enemy unit, it can use this Enhancement. If it does, it can make a Normal move of up to 6". If the bearer is then no longer visible to that enemy unit, roll one D6; on a 1–3, the models targeting the bearer can select new targets for their attacks. On a 4–6, the models targeting the bearer cannot select new targets for their attacks and so do not make any attacks this phase.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Shooting

Your Turn
Enhancements
  • Enhancement: Psionic Phantoms Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from...

    Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from an enemy unit, it can use this Enhancement. If it does, it can make a Normal move of up to 6". If the bearer is then no longer visible to that enemy unit, roll one D6; on a 1–3, the models targeting the bearer can select new targets for their attacks. On a 4–6, the models targeting the bearer cannot select new targets for their attacks and so do not make any attacks this phase.

    Enhancement, either/or choice
Unit Abilities
  • Death’s Shadow: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Death’s Shadow: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Lictor: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Lictor: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Von Ryan’s Leapers: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Patrol Stratagems
  • Predators, Not Prey - 1CP Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a...

    WHEN: Your Movement phase or your Charge phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
    EFFECT: Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a model in your unit makes a move, it can move horizontally through models as if they were not there.

Enhancements
  • Enhancement: Neurogoad In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Comma...

    In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Command phase, you can re-roll Charge rolls made for that unit, and each time a model in that unit makes an attack, you can re-roll the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Von Ryan’s Leapers: Pouncing Leap You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even...

    You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

Opponent’s Turn
Core Stratagems
  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

Patrol Stratagems
  • Swift Kills - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Unit Abilities
  • Lictor: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

  • Von Ryan’s Leapers: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

Patrol Stratagems
  • Swift Kills - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Fight phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

Unit Abilities
  • Lictor: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

  • Von Ryan’s Leapers: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Alpha Predation In the first battle round in which the enemy WARLORD is destroyed, you score a number of VP depending on which battle...

    In the first battle round in which the enemy WARLORD is destroyed, you score a number of VP depending on which battle round it is, as shown in the table below.

    Battle Round: VP Scored
    1-2: 15
    3-4: 10
    5: 5

    Secondary objective, either/or choice
  • Secondary: Left to Last While the enemy WARLORD is not destroyed, you score 4VP each time you destroy an enemy unit.

    While the enemy WARLORD is not destroyed, you score 4VP each time you destroy an enemy unit.

    Secondary objective, either/or choice

Enhancement

Neurogoad

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Command phase, you can re-roll Charge rolls made for that unit, and each time a model in that unit makes an attack, you can re-roll the Hit roll.

Enhancement

Psionic Phantoms

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from an enemy unit, it can use this Enhancement. If it does, it can make a Normal move of up to 6". If the bearer is then no longer visible to that enemy unit, roll one D6; on a 1–3, the models targeting the bearer can select new targets for their attacks. On a 4–6, the models targeting the bearer cannot select new targets for their attacks and so do not make any attacks this phase.

Secondary Objective

Alpha Predation

Choose one secondary objective for this Combat Patrol.

Either/or choice

In the first battle round in which the enemy WARLORD is destroyed, you score a number of VP depending on which battle round it is, as shown in the table below.

Battle Round: VP Scored
1-2: 15
3-4: 10
5: 5

Secondary Objective

Left to Last

Choose one secondary objective for this Combat Patrol.

Either/or choice

While the enemy WARLORD is not destroyed, you score 4VP each time you destroy an enemy unit.

Shadow in the Warp

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.

NameCPCategoryPhasesRules
Swift Kills1CPbattleTacticFightWHEN: Fight phase.
TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 and those weapons have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
WHEN: Fight phase. TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, imp...
Pheromonal Trace1CPstrategicPloyCommandWHEN: Your Command phase.
TARGET: One VON RYAN’S LEAPERS unit from your army.
EFFECT: Select one objective marker your unit is within range of and that you control. That objective marker is secured by you (see the main Combat Patrol rules).
WHEN: Your Command phase. TARGET: One VON RYAN’S LEAPERS unit from your army. EFFECT: Select one objective marker your unit is within range of and...
Predators, Not Prey1CPstrategicPloyMovement, ChargeWHEN: Your Movement phase or your Charge phase.
TARGET: One TYRANIDS unit from your army that has not been selected to move this phase and has not declared a charge this phase.
EFFECT: Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a model in your unit makes a move, it can move horizontally through models as if they were not there.
WHEN: Your Movement phase or your Charge phase. TARGET: One TYRANIDS unit from your army that has not been selected to move this phase and has not...
AbilityProfile TypeDefinitionUsed By
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Death’s Shadow / Death’s Shadow / Piercing claws and talons; Lictor / Lictor / Lictor claws and talons
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Tyranids

The Vardenghast Swarm

Terror of Vardenghast (1 model)Psychophage (1 model)Termagants (20 models)Barbgaunts (5 models)Von Ryan’s Leapers (3 models)

Common names:Leviathan / Combat Patrol: TyranidsCombat Patrol: Tyranids 2023Vardenghast LineWinged Tyranid PrimeRipper SwarmsBiomassNidsTyranidHive MindGenestealersThe Great DevourerBugs

5 units 2 enhancements 3 stratagems 2 secondaries

Terror of Vardenghast

TERROR OF VARDENGHAST (1 MODEL)

■ This model is equipped with: Prime talons.

Combat Patrol datasheet50mm
Terror of Vardenghast
M12"
T5
Sv4+
InSV-
W6
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Prime talons62+6-12-

Melee Weapons

#WeaponAWSSAPDAbilities
1Prime talons62+6-12-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

The Shadow in the WarpFaction

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.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 th...

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Death BlowUnit

If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed mode...

Keywords: Infantry, Character, Fly, Great Devourer, Synapse, Vanguard Invader, Winged Tyranid Prime, Terror of Vardenghast
Faction Keywords: Tyranids

Psychophage

PSYCHOPHAGE (1 MODEL)

■ This model is equipped with: psychoclastic torrent; talons and betentacled maw

Combat Patrol version — modified abilities, keywords, stats, unit size120 x 92mm Oval Base
Psychophage
M8"
T9
Sv3+
InSV-
W10
Ld8+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Psychoclastic torrent12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Talons and betentacled mawD6+13+6-12Anti-psyker 4+, Devastating Wounds
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Psychoclastic torrent12"D6-6-11Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
1Talons and betentacled mawD6+13+6-12Anti-psyker 4+, Devastating Wounds
Anti-psyker 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Feel No Pain 5+Core

Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Feeding FrenzyUnit

Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well.Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Be...

Keywords: Monster, Great Devourer, Harvester, Psychophage
Faction Keywords: Tyranids

Termagants

TERMAGANTS (20 MODELS)

■ Every model is equipped with: fleshborer; chitinous claws and teeth.

Combat Patrol version — modified unit size28.5mm
Termagant
M6"
T3
Sv5+
InSV-
W1
Ld8+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
20Fleshborer18"14+501Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
20Chitinous claws and teeth14+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
20Fleshborer18"14+501Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Melee Weapons

#WeaponAWSSAPDAbilities
20Chitinous claws and teeth14+301-

Abilities

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Skulking HorrorsUnit

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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".Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of o...

Patrol SquadsUnit

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing ten models. At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing ten m...

Keywords: Infantry, Battleline, Great Devourer, Endless Multitude, Termagants
Faction Keywords: Tyranids

Barbgaunts

BARBGAUNTS (5 MODELS)

■ Every model is equipped with: barblauncher; chitinous claws and teeth.

Combat Patrol version — modified unit size40mm
Barbgaunt
M6"
T4
Sv4+
InSV-
W2
Ld8+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Barblauncher24"D64+501Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
5Chitinous claws and teeth14+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Barblauncher24"D64+501Blast, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
5Chitinous claws and teeth14+401-

Abilities

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Disruption BombardmentUnit

In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponen...

Keywords: Infantry, Great Devourer, Barbgaunts
Faction Keywords: Tyranids

Von Ryan’s Leapers

VON RYAN’S LEAPERS (3 MODELS)

■ Every model is equipped with: Leaper’s talons.

Combat Patrol version — modified unit size40mmInvulnerable 6+
Von Ryan’s Leaper
M10"
T5
Sv4+
InSV6+
W3
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
3Leaper’s talons63+5-11-

Melee Weapons

#WeaponAWSSAPDAbilities
3Leaper’s talons63+5-11-

Abilities

Fights FirstCore

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Pouncing LeapUnit

You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different...

Keywords: Infantry, Great Devourer, Vanguard Invader, Von Ryan’s Leapers
Faction Keywords: Tyranids

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Psychophage: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Psychophage: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Psychophage: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

  • Psychophage: Feel No Pain 5+ Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Before Battle

Your Turn
Unit Abilities
  • Terror of Vardenghast: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Termagants: Patrol Squads At the start of the Declare Battle Formations step, before any units have been set up, this...

    At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing ten models.

  • Von Ryan’s Leapers: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Synapse While a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said...

    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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.

  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Opponent’s Turn
Army Rules
  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Movement

Your Turn
Patrol Stratagems
  • Teeming Broods - 1CP If your unit is not destroyed, return up to D6 destroyed models to it. Otherwise, add a new unit to your ar...

    WHEN: The Reinforcements step of your Movement phase.
    TARGET: One TERMAGANTS unit from your army. You can use this Stratagem on that unit even if it is destroyed.
    EFFECT: If your unit is not destroyed, return up to D6 destroyed models to it. Otherwise, add a new unit to your army identical to your destroyed unit, in Strategic Reserves, containing 2D6 models.

Unit Abilities
  • Terror of Vardenghast: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Termagants: Skulking Horrors Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this...

    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Unit Abilities
  • Barbgaunts: Disruption Bombardment In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one...

    In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Shooting

Your Turn
Patrol Stratagems
  • Voracious Assault - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Enhancements
  • Enhancement: Secretion Goad Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can us...

    Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that friendly unit by 1.

    Enhancement, either/or choice
Unit Abilities
  • Von Ryan’s Leapers: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Hyper-reactive - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Unit Abilities
  • Barbgaunts: Disruption Bombardment In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one...

    In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Charge

Your Turn
Unit Abilities
  • Von Ryan’s Leapers: Pouncing Leap You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even...

    You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Unit Abilities
  • Barbgaunts: Disruption Bombardment In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one...

    In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Hyper-reactive - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Voracious Assault - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Enhancements
  • Enhancement: Psychostatic Veil The bearer has the Lone Operative ability and a 4+ invulnerable save. In addition, each time a melee attack targets t...

    The bearer has the Lone Operative ability and a 4+ invulnerable save. In addition, each time a melee attack targets the bearer, subtract 1 from the Hit roll.

    Enhancement, either/or choice
Unit Abilities
  • Terror of Vardenghast: Death Blow If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6:...

    If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Psychophage: Feeding Frenzy Each time this model makes a melee attack that targets a unit that is below its Starting Str...

    Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well.

  • Von Ryan’s Leapers: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Hyper-reactive - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Voracious Assault - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligibl...

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.

Unit Abilities
  • Terror of Vardenghast: Death Blow If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6:...

    If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Psychophage: Feeding Frenzy Each time this model makes a melee attack that targets a unit that is below its Starting Str...

    Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well.

  • Von Ryan’s Leapers: Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided...

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Weapon Abilities
  • Weapon ability: Anti-psyker 4+ Critical Wounds against Psykers on unmodified 4+ Wound rolls.

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Alpha Xenoform At the end of each phase, you score 4VP if your WINGED TYRANID PRIME model destroyed one or more enemy models that ph...

    At the end of each phase, you score 4VP if your WINGED TYRANID PRIME model destroyed one or more enemy models that phase.

    Secondary objective, either/or choice
  • Secondary: Chitinous Tide At the end of your turn, you score 5VP if you control one or more objective markers that are within 6" of your oppone...

    At the end of your turn, you score 5VP if you control one or more objective markers that are within 6" of your opponent’s deployment zone.

    Secondary objective, either/or choice

Enhancement

Psychostatic Veil

Choose one enhancement for this Combat Patrol.

Winged Tyranid PrimeEither/or choice

The bearer has the Lone Operative ability and a 4+ invulnerable save. In addition, each time a melee attack targets the bearer, subtract 1 from the Hit roll.

Enhancement

Secretion Goad

Choose one enhancement for this Combat Patrol.

Winged Tyranid PrimeEither/or choice

Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that friendly unit by 1.

Secondary Objective

Alpha Xenoform

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each phase, you score 4VP if your WINGED TYRANID PRIME model destroyed one or more enemy models that phase.

Secondary Objective

Chitinous Tide

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn, you score 5VP if you control one or more objective markers that are within 6" of your opponent’s deployment zone.

Synapse

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.

Shadow in the Warp

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.

NameCPCategoryPhasesRules
Hyper-reactive1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS INFANTRY unit from...
Voracious Assault1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the Hit roll.
WHEN: Your Shooting phase or the Fight phase. TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. EFF...
Teeming Broods1CPstrategicPloyMovementWHEN: The Reinforcements step of your Movement phase.
TARGET: One TERMAGANTS unit from your army. You can use this Stratagem on that unit even if it is destroyed.
EFFECT: If your unit is not destroyed, return up to D6 destroyed models to it. Otherwise, add a new unit to your army identical to your destroyed unit, in Strategic Reserves, containing 2D6 models.
WHEN: The Reinforcements step of your Movement phase. TARGET: One TERMAGANTS unit from your army. You can use this Stratagem on that unit even if i...
AbilityProfile TypeDefinitionUsed By
Anti-psyker 4+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Psychophage / Psychophage / Talons and betentacled maw
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Termagants / Termagant / Fleshborer
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Barbgaunts / Barbgaunt / Barblauncher
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Psychophage / Psychophage / Talons and betentacled maw
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Barbgaunts / Barbgaunt / Barblauncher
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Psychophage / Psychophage / Psychoclastic torrent
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Psychophage / Psychophage / Psychoclastic torrent
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

Tyranids

Tyranid Assault Brood

Parasite of Mortrex (1 model)Genestealers (10 models)Biovores (1 model)Tyrant Guard (3 models)

Common names:Combat Patrol: Tyranid Assault BroodCombat Patrol: Tyranids 2025Hive GuardPyrovoreSpore MinesNidsTyranidHive MindGenestealersThe Great DevourerBugsAssault Brood

4 units 2 enhancements 3 stratagems 2 secondaries

Parasite of Mortrex

■ 1 Parasite of Mortrex

This model is equipped with: barbed ovipositor; clawed limbs.

Combat Patrol version — modified abilities, stats40mm
Parasite of Mortrex
M12"
T5
Sv4+
InSV-
W5
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Barbed ovipositor12+3-23Anti-infantry 3+, Extra Attacks
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Clawed limbs62+5-11-

Melee Weapons

#WeaponAWSSAPDAbilities
1Barbed ovipositor12+3-23Anti-infantry 3+, Extra Attacks
Anti-infantry 3+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Clawed limbs62+5-11-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Shadow in the WarpFaction

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.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 th...

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

It Itches!Unit

At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test.

Keywords: Infantry, Character, Fly, Great Devourer, Vanguard Invader, Synapse, Parasite of Mortrex
Faction Keywords: Tyranids

Genestealers

■ 10 Genestealers

Every model is equipped with: Genestealer claws and talons.

Combat Patrol version — modified unit size32mmInvulnerable 5+
Genestealer
M8"
T4
Sv5+
InSV5+
W2
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
10Genestealer claws and talons42+4-21-

Melee Weapons

#WeaponAWSSAPDAbilities
10Genestealer claws and talons42+4-21-

Abilities

Scouts 8"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Vanguard PredatorUnit

Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll of 1 as well.Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a...

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Great Devourer, Vanguard Invader, Genestealers
Faction Keywords: Tyranids

Biovores

■ 1 Biovore

This model is equipped with: Spore Mine launcher; chitin-barbed limbs.

Combat Patrol version — modified abilities, unit size80mm
Biovore
M5"
T6
Sv3+
InSV-
W5
Ld8+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Spore Mine launcher48"D34+6-12Blast, Devastating Wounds, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chitin-barbed limbs24+501-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Spore Mine launcher48"D34+6-12Blast, Devastating Wounds, Heavy
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Chitin-barbed limbs24+501-

Abilities

Deadly Demise 1Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

SynapseFaction

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.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...See Army Rule: Synapse

Keywords: Infantry, Great Devourer, Biovores
Faction Keywords: Tyranids

Tyrant Guard

■ 3 Tyrant Guard

1 Tyrant Guard is equipped with: Bone cleaver, lash whip and rending claws.
1 Tyrant Guard is equipped with: Crushing claws and rending claws.
1 Tyrant Guard is equipped with: scything talons and rending claws.

Combat Patrol version — modified abilities, unit size50mm
Tyrant Guard
M6"
T8
Sv3+
InSV-
W4
Ld8+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Crushing claws and rending claws24+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Scything talons and rending claws53+5-11-
1Bone cleaver, lash whip and rending claws33+5-12-

Melee Weapons

#WeaponAWSSAPDAbilities
1Crushing claws and rending claws24+8-22Twin-linked
Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

1Scything talons and rending claws53+5-11-
1Bone cleaver, lash whip and rending claws33+5-12-

Abilities

SynapseFaction

While within Synapse Range of your army, Tyranids units take Battle-shock tests on 3D6 instead of 2D6.

Keywords: Infantry, Great Devourer, Tyrant Guard
Faction Keywords: Tyranids

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Biovores: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Biovores: Deadly Demise 1 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers 1 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Parasite of Mortrex: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Parasite of Mortrex: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Genestealers: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

  • Genestealers: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • Synapse While a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said...

    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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.

  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Unit Abilities
  • Parasite of Mortrex: It Itches! At the start of the Fight phase, select one enemy unit within Engagement Range of this model...

    At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test.

Opponent’s Turn
Army Rules
  • Shadow in the Warp Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the b...

    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.

Movement

Your Turn
Unit Abilities
  • Parasite of Mortrex: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Genestealers: Scouts 8" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 8".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Bioacid Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can us...

    Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that friendly unit by 1.

    Enhancement, either/or choice
Unit Abilities
  • Parasite of Mortrex: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Parasite of Mortrex: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Sensory Amalgamation - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Charge

Your Turn
Patrol Stratagems
  • Ravenous Rampage - 1CP Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

    WHEN: Your Charge phase.
    TARGET: One TYRANIDS unit from your army that has not been selected to charge this phase.
    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Sensory Amalgamation - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Scything Terror - 1CP Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

    WHEN: Fight phase.
    TARGET:  One TYRANIDS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

Enhancements
  • Enhancement: Indurated Carapace The bearer has a 4+ invulnerable save. In addition, each time a melee attack targets the bearer, subtract 1 from the...

    The bearer has a 4+ invulnerable save. In addition, each time a melee attack targets the bearer, subtract 1 from the Hit roll.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Devour You score 4VP each time a model from your army destroys an enemy unit in the Fight phase.

    You score 4VP each time a model from your army destroys an enemy unit in the Fight phase.

    Secondary objective, either/or choice
Unit Abilities
  • Parasite of Mortrex: It Itches! At the start of the Fight phase, select one enemy unit within Engagement Range of this model...

    At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Sensory Amalgamation - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

  • Scything Terror - 1CP Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

    WHEN: Fight phase.
    TARGET:  One TYRANIDS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

Weapon Abilities
  • Weapon ability: Anti-infantry 3+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Relentless Swarm At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield e...

    At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice
Unit Abilities
  • Genestealers: Vanguard Predator Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is wi...

    Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll of 1 as well.

Enhancement

Indurated Carapace

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has a 4+ invulnerable save. In addition, each time a melee attack targets the bearer, subtract 1 from the Hit roll.

Enhancement

Bioacid

Choose one enhancement for this Combat Patrol.

Either/or choice

Once per turn, when a friendly TYRANIDS unit within 6" of the bearer is selected to shoot or fight, the bearer can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that friendly unit by 1.

Secondary Objective

Devour

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 4VP each time a model from your army destroys an enemy unit in the Fight phase.

Secondary Objective

Relentless Swarm

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control the objective marker closest to your opponent’s battlefield edge.

Synapse

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 those models and of your army. Each time a TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.

Shadow in the Warp

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.

NameCPCategoryPhasesRules
Sensory Amalgamation1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One TYRANIDS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS INFANTRY unit from...
Scything Terror1CPbattleTacticFightWHEN: Fight phase.
TARGET:  One TYRANIDS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
WHEN: Fight phase. TARGET:  One TYRANIDS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phas...
Ravenous Rampage1CPstrategicPloyChargeWHEN: Your Charge phase.
TARGET: One TYRANIDS unit from your army that has not been selected to charge this phase.
EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
WHEN: Your Charge phase. TARGET: One TYRANIDS unit from your army that has not been selected to charge this phase. EFFECT: Until the end of the pha...
AbilityProfile TypeDefinitionUsed By
Anti-infantry 3+MeleeWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Parasite of Mortrex / Parasite of Mortrex / Barbed ovipositor
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Biovores / Biovore / Spore Mine launcher
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Biovores / Biovore / Spore Mine launcher
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Parasite of Mortrex / Parasite of Mortrex / Barbed ovipositor
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Biovores / Biovore / Spore Mine launcher
Twin-linkedMeleeWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Tyrant Guard / Tyrant Guard / Crushing claws and rending claws
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

T’au Empire

Napok’s Hunters

Lone-Spear Na’pok (1 model)Kroot Carnivores (10 models)Kroot Carnivores (10 models)Krootox Rider (1 model)Krootox Rampagers (3 models)Krootox Rampagers (3 models)

Common names:Na’pok’s HuntersWhite Dwarf 504 Kroot Combat PatrolKroot KindredJe’kahTauT'auFire WarriorsBlueberriesThe Greater GoodLone-Spear Na’pokKroot CarnivoresKrootox Rider

4 units 2 enhancements 3 stratagems 2 secondaries

Lone-spear Na’Pok

LONE-SPEAR NA’POK (1 MODEL)

■ This model is equipped with: blast javelin; close combat weapon; hunting javelin; Kalamandra’s bite.

Combat Patrol datasheet90 x 52.5mm Oval Base
Lone-spear Na’Pok
M12"
T5
Sv5+
InSV-
W6
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Blast javelin18"D64+10-22Assault, Blast
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Hunting javelin33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Kalamandra’s bite44+5-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

0Close combat weapon33+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Blast javelin18"D64+10-22Assault, Blast
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
1Hunting javelin33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

1Kalamandra’s bite44+5-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

0Close combat weapon33+401-

Abilities

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

Advanced ScoutingUnit

Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes a...

Keywords: Mounted, Character, Kroot, Lone-spear, Lone-spear Na’pok
Faction Keywords: T’au Empire

Kroot Carnivores

KROOT CARNIVORES (10 MODELS)

■ The Long-quill model is equipped with: Kroot pistol; Kroot rifle; close combat weapon.
■ 8 Kroot Carnivore models are equipped with: Kroot rifle; close combat weapon.
■ 1 Kroot Carnivore model is equipped with: tanglebomb launcher; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size28.5mm
Long Quill
M7"
T3
Sv6+
InSV-
W1
Ld7+
OC2
Kroot Carnivore
M7"
T3
Sv6+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Long Quill - Default Wargear
#WeaponRangeABSSAPDAbilities
1Kroot pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Kroot rifle24"14+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Kroot Carnivore - Default Wargear
#WeaponRangeABSSAPDAbilities
9Kroot rifle24"14+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Tanglebomb launcher24"D34+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

Long Quill - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon23+401-
Kroot Carnivore - Default Wargear
#WeaponAWSSAPDAbilities
10Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Kroot pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

10Kroot rifle24"14+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Tanglebomb launcher24"D34+501Blast
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Melee Weapons

#WeaponAWSSAPDAbilities
11Close combat weapon23+401-

Abilities

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

FieldcraftUnit

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control...

Keywords: Infantry, Kroot, Carnivores
Faction Keywords: T’au Empire

Krootox Rider

KROOTOX RIDER (1 MODEL)

■ This model is equipped with: repeater cannon; close combat weapon; Krootox fists.

Combat Patrol datasheet50mm
Krootox Rider
M7"
T6
Sv5+
InSV-
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Repeater cannon36"24+7-12Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Krootox fists43+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Repeater cannon36"24+7-12Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Krootox fists43+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Close combat weapon23+401-
Keywords: Mounted, Kroot, Krootox Riders
Faction Keywords: T’au Empire

Krootox Rampagers

KROOTOX RAMPAGERS (3 MODELS)

■ Every model is equipped with: Kroot pistol and hunting javelins; hunting blades; Rampager fists.

Combat Patrol version — modified abilities, keywords, stats, unit size50mm
Krootox Rampager
M7"
T6
Sv5+
InSV-
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Kroot pistol and hunting javelins12"24+401Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Hunting blades33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Rampager fists43+6-12Extra Attacks, Sustained Hits 1
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Kroot pistol and hunting javelins12"24+401Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Hunting blades33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Rampager fists43+6-12Extra Attacks, Sustained Hits 1
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Keywords: Mounted, Kroot, Krootox Rampagers
Faction Keywords: T’au Empire

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Before Battle

Your Turn
Unit Abilities
  • Lone-spear Na’Pok: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Grizzled Predator ■ The bearer has the Feel No Pain 5+ ability. ■ Once per battle round, when an enemy unit ends a Normal, Advance or F...

    ■ The bearer has the Feel No Pain 5+ ability.
    ■ Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 18" of the bearer, it can use this ability. If it does, that enemy unit must take a Battle-shock test, subtracting 1 from the result, and if that enemy unit is within 9" of the bearer, the bearer can make a Normal move of up to D6".

    Enhancement, either/or choice
Opponent’s Turn
Unit Abilities
  • Kroot Carnivores: Fieldcraft At the end of your Command phase, if this unit is within range of an objective marker you co...

    At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Movement

Your Turn
Enhancements
  • Enhancement: Grizzled Predator ■ The bearer has the Feel No Pain 5+ ability. ■ Once per battle round, when an enemy unit ends a Normal, Advance or F...

    ■ The bearer has the Feel No Pain 5+ ability.
    ■ Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 18" of the bearer, it can use this ability. If it does, that enemy unit must take a Battle-shock test, subtracting 1 from the result, and if that enemy unit is within 9" of the bearer, the bearer can make a Normal move of up to D6".

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Weak Spots - 1CP Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by mod...

    WHEN: Your Shooting phase.
    TARGET: One KROOT CARNIVORES unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.

Enhancements
  • Enhancement: Hunter’s Eye ■ Ranged weapons equipped by the bearer have the [PRECISION] ability. ■ At the start of your Shooting phase, select o...

    ■ Ranged weapons equipped by the bearer have the [PRECISION] ability.
    ■ At the start of your Shooting phase, select one KROOT CARNIVORES unit within 9" of the bearer. Until the end of the phase, Kroot rifles equipped by models in that unit have the [PRECISION] ability.

    Enhancement, either/or choice
Unit Abilities
  • Lone-spear Na’Pok: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Lone-spear Na’Pok: Advanced Scouting Each time this model makes a ranged attack that hits an enemy unit, until the end of the tur...

    Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.

  • Kroot Carnivores: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Clubbing Blows - 1CP Until the end of the phase, add 1 to the Damage characteristic of Krootox fists and Rampager fists weapons...

    WHEN: Fight phase.
    TARGET: One KROOTOX RAMPAGERS or KROOTOX RIDERS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of Krootox fists and Rampager fists weapons equipped by models in your unit.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Cut Them Off - 1CP Remove your unit from the battlefield and place it into Strategic Reserves.

    WHEN: End of your opponent’s Fight phase.
    TARGET: One KROOT unit from your army that is wholly within 9" of one or more battlefield edges.
    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Encirclement At the end of your turn: ■ You score 2VP if one or more KROOT units from your army are wholly within 9" of your oppon...

    At the end of your turn:

    ■ You score 2VP if one or more KROOT units from your army are wholly within 9" of your opponent’s battlefield edge (excluding Battle-shocked units).
    ■ You score 1VP for each other battlefield edge (excluding your battlefield edge) that has one or more KROOT units from your army wholly within 9" of it (excluding Battle-shocked units and units within your deployment zone).

    Secondary objective, either/or choice
  • Secondary: Priority Prey At the start of the Declare Battle Formations step, your opponent must select one unit from their army (excluding MON...

    At the start of the Declare Battle Formations step, your opponent must select one unit from their army (excluding MONSTERS and VEHICLES, if possible). You must then select one other unit from your opponent’s army (excluding MONSTERS and VEHICLES, if possible).

    At the end of the battle, you score 6VP for each of the selected enemy units that is destroyed. If a selected unit was split using the Patrol Squads ability, both of the split units must be destroyed for the purpose of it being considered destroyed for this objective.

    Secondary objective, either/or choice
Opponent’s Turn
Unit Abilities
  • Kroot Carnivores: Fieldcraft At the end of your Command phase, if this unit is within range of an objective marker you co...

    At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Enhancement

Grizzled Predator

Choose one enhancement for this Combat Patrol.

Either/or choice

■ The bearer has the Feel No Pain 5+ ability.
■ Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 18" of the bearer, it can use this ability. If it does, that enemy unit must take a Battle-shock test, subtracting 1 from the result, and if that enemy unit is within 9" of the bearer, the bearer can make a Normal move of up to D6".

Enhancement

Hunter’s Eye

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Ranged weapons equipped by the bearer have the [PRECISION] ability.
■ At the start of your Shooting phase, select one KROOT CARNIVORES unit within 9" of the bearer. Until the end of the phase, Kroot rifles equipped by models in that unit have the [PRECISION] ability.

Secondary Objective

Encirclement

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your turn:

■ You score 2VP if one or more KROOT units from your army are wholly within 9" of your opponent’s battlefield edge (excluding Battle-shocked units).
■ You score 1VP for each other battlefield edge (excluding your battlefield edge) that has one or more KROOT units from your army wholly within 9" of it (excluding Battle-shocked units and units within your deployment zone).

Secondary Objective

Priority Prey

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the Declare Battle Formations step, your opponent must select one unit from their army (excluding MONSTERS and VEHICLES, if possible). You must then select one other unit from your opponent’s army (excluding MONSTERS and VEHICLES, if possible).

At the end of the battle, you score 6VP for each of the selected enemy units that is destroyed. If a selected unit was split using the Patrol Squads ability, both of the split units must be destroyed for the purpose of it being considered destroyed for this objective.

NameCPCategoryPhasesRules
Clubbing Blows1CPbattleTacticFightWHEN: Fight phase.
TARGET: One KROOTOX RAMPAGERS or KROOTOX RIDERS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Damage characteristic of Krootox fists and Rampager fists weapons equipped by models in your unit.
WHEN: Fight phase. TARGET: One KROOTOX RAMPAGERS or KROOTOX RIDERS unit from your army that has not been selected to fight this phase. EFFECT: Unti...
Weak Spots1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One KROOT CARNIVORES unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.
WHEN: Your Shooting phase. TARGET: One KROOT CARNIVORES unit from your army that has not been selected to shoot this phase. EFFECT: Until the end o...
Cut Them Off1CPstrategicPloyFightWHEN: End of your opponent’s Fight phase.
TARGET: One KROOT unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
WHEN: End of your opponent’s Fight phase. TARGET: One KROOT unit from your army that is wholly within 9" of one or more battlefield edges. EFFECT:...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Krootox Rampagers / Krootox Rampager / Kroot pistol and hunting javelins; Lone-spear Na’Pok / Lone-spear Na’Pok / Blast javelin
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Kroot Carnivores / Kroot Carnivore / Tanglebomb launcher; Lone-spear Na’Pok / Lone-spear Na’Pok / Blast javelin
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Krootox Rampagers / Krootox Rampager / Rampager fists; Krootox Rider / Krootox Rider / Krootox fists; Lone-spear Na’Pok / Lone-spear Na’Pok / Kalamandra’s biteKrootox Rampagers / Krootox Rampager / Rampager fists; Krootox Rider / Krootox Rider / Krootox fists; Lone-spear Na’Pok / Lone-spear Na’Pok / Kalam...
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Krootox Rampagers / Krootox Rampager / Hunting blades; Lone-spear Na’Pok / Lone-spear Na’Pok / Hunting javelin
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Kroot Carnivores / Long Quill / Kroot pistol; Krootox Rampagers / Krootox Rampager / Kroot pistol and hunting javelins
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Kroot Carnivores / Kroot Carnivore / Kroot rifle; Kroot Carnivores / Long Quill / Kroot rifle
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Krootox Rider / Krootox Rider / Repeater cannon
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Krootox Rampagers / Krootox Rampager / Rampager fists
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

T’au Empire

Preybane War Party

Kroot Lone-spear (1 model)Krootox Rampagers (3 models)Krootox Rider (1 model)Kroot Farstalkers (12 models)

Common names:Combat Patrol: KrootKroot Hunting PackKalamandraFarstalker KinbandKroot HoundsKill Team: Farstalker KinbandCombat Patrol: T'au EmpireCombat Patrol: Tau EmpireTauT'auFire WarriorsBlueberries

4 units 2 enhancements 3 stratagems 2 secondaries

Kroot Farstalkers

■ 1 Kroot Kill-broker
■ 9 Kroot Farstalkers
■ 2 Kroot Hounds

The Kroot Kill-broker is equipped with: T’au-tech rifle; Kroot pistol; ritual blade.
Seven Kroot Farstalker are equipped with: Farstalker firearm; Kroot pistol; close combat weapon.
One Kroot Farstalker is equipped with: Londaxi tribalest; Kroot pistol; close combat weapon.
One Kroot Farstalker is equipped with: Farstalker firearm; Kroot pistol; close combat weapon; Pech’ra.
Every Kroot Hound is equipped with: ripping fangs.

Combat Patrol version — modified abilities, keywords, unit sizeKroot Kill-broker: 32mm Other models: 28.5mm
Kroot Kill-broker
M7"
T3
Sv6+
InSV-
W1
Ld7+
OC1
Kroot Farstalker
M7"
T3
Sv6+
InSV-
W1
Ld7+
OC1
Kroot Hound
M12"
T3
Sv6+
InSV-
W1
Ld7+
OC0

Ranged Weapons

Kroot Kill-broker - Default Wargear
#WeaponRangeABSSAPDAbilities
1T’au-tech rifle30"14+501Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

1Kroot pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Kroot Farstalker - Default Wargear
#WeaponRangeABSSAPDAbilities
1Londaxi tribalest18"35+7-11Anti-vehicle 4+, Devastating Wounds, Heavy
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

8Farstalker firearm24"14+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

9Kroot pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Kroot Kill-broker - Default Wargear
#WeaponAWSSAPDAbilities
1Ritual blade33+501-
Kroot Farstalker - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon23+401-
Kroot Hound - Default Wargear
#WeaponAWSSAPDAbilities
2Ripping fangs33+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1T’au-tech rifle30"14+501Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

10Kroot pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Londaxi tribalest18"35+7-11Anti-vehicle 4+, Devastating Wounds, Heavy
Anti-vehicle 4+

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

8Farstalker firearm24"14+401Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Ritual blade33+501-
9Close combat weapon23+401-
2Ripping fangs33+301-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Hunter’s InstinctsFaction

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add...

Skirmish FightersFaction

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Bounty HuntersUnit

At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that...

Keywords: Infantry, Kroot, Farstalkers
Faction Keywords: T’au Empire

Kroot Lone-spear

■ 1 Kroot Lone-spear

This model is equipped with: Kroot long gun; close combat weapon; Kalamandra’s bite.

Combat Patrol version — modified abilities90 x 52.5mm Oval Base
Kroot Lone-spear
M12"
T5
Sv5+
InSV-
W6
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Kroot long gun36"13+6-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
1Kalamandra’s bite43+5-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Kroot long gun36"13+6-23Heavy, Precision
Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon33+401-
1Kalamandra’s bite43+5-11Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Abilities

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Hunter’s InstinctsFaction

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add...

Skirmish FightersFaction

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Advanced ScoutingUnit

Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes a...

Keywords: Mounted, Character, Kroot, Lone-spear
Faction Keywords: T’au Empire

Krootox Rampagers

Krootox Rampagers (3 models)

■ Every model is equipped with: Kroot pistol and hunting javelins; hunting blades; Rampager fists.

Combat Patrol version — modified abilities, keywords, stats, unit size50mm
Krootox Rampager
M7"
T6
Sv5+
InSV-
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Kroot pistol and hunting javelins12"24+401Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Hunting blades33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Rampager fists43+6-12Extra Attacks, Sustained Hits 1
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Kroot pistol and hunting javelins12"24+401Assault, Pistol
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
3Hunting blades33+4-11Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

3Rampager fists43+6-12Extra Attacks, Sustained Hits 1
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Hunter’s InstinctsFaction

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add...

Skirmish FightersFaction

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Kroot LinebreakersUnit

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds.Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is w...

Keywords: Mounted, Kroot, Krootox Rampagers
Faction Keywords: T’au Empire

Krootox Rider

Krootox Rider (1 model)

■ This model is equipped with: repeater cannon; close combat weapon; Krootox fists.

Combat Patrol datasheet50mm
Krootox Rider
M7"
T6
Sv5+
InSV-
W5
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Repeater cannon36"24+7-12Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Krootox fists43+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Close combat weapon23+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Repeater cannon36"24+7-12Rapid Fire 2
Rapid Fire 2

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Krootox fists43+6-12Extra Attacks
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

1Close combat weapon23+401-

Abilities

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

Hunter’s InstinctsFaction

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add...

Skirmish FightersFaction

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Keywords: Mounted, Kroot, Krootox Riders
Faction Keywords: T’au Empire

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Army Rules
  • Hunter’s Instincts Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below i...

    Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Kroot Farstalkers: Bounty Hunters At the start of the battle, select one unit from your opponent’s army. Each time a model in...

    At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.

Before Battle

Your Turn
Unit Abilities
  • Kroot Farstalkers: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Kroot Lone-spear: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Kroot Lone-spear: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Krootox Rampagers: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Krootox Rider: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Patrol Stratagems
  • Pheremonal Markings - 1CP That objective marker remains under your control until your opponent’s Level of Control over that objective...

    WHEN: Your Command phase.
    TARGET: One KROOT unit from your army within range of an objective marker you control.
    EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Movement

Your Turn
Patrol Stratagems
  • Lure and Strike - 1CP Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell B...

    WHEN: Your Movement phase, just after a KROOT unit from your army Falls Back.
    TARGET: That KROOT unit.
    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Enhancements
  • Enhancement: Wily Hunter In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, i...

    In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.

    Enhancement, either/or choice
Unit Abilities
  • Kroot Lone-spear: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Krootox Rampagers: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Krootox Rider: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Enhancements
  • Enhancement: Wily Hunter In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, i...

    In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.

    Enhancement, either/or choice
  • Enhancement: Microdrone Familiar Ranged weapons equipped by the bearer have a Ballistic Skill characteristic of 2+ and Improve the Attacks characteris...

    Ranged weapons equipped by the bearer have a Ballistic Skill characteristic of 2+ and Improve the Attacks characteristic of ranged weapons equipped by the bearer by 1.

    Enhancement, either/or choice
Army Rules
  • Skirmish Fighters KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against rang...

    KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Unit Abilities
  • Kroot Farstalkers: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Kroot Lone-spear: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Kroot Lone-spear: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Kroot Lone-spear: Advanced Scouting Each time this model makes a ranged attack that hits an enemy unit, until the end of the tur...

    Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another KROOT model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll.

Weapon Abilities
  • Weapon ability: Anti-vehicle 4+ Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an atta...

    Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Rapid Fire 2 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Enhancements
  • Enhancement: Wily Hunter In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, i...

    In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.

    Enhancement, either/or choice
Unit Abilities
  • Krootox Rampagers: Kroot Linebreakers Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it,...

    Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Strike Once, Strike Well - 1CP Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by mode...

    WHEN: Your Fight phase.
    TARGET: One KROOT unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, and those weapons have the [LANCE] ability.

Army Rules
  • Skirmish Fighters KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against rang...

    KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Priority Prey At the start of the Declare Battle Formations step, you must select two units from your opponent’s army. At the end o...

    At the start of the Declare Battle Formations step, you must select two units from your opponent’s army. At the end of the battle, you score 10VP if either of the selected enemy units are destroyed. If a selected unit was split using the Patrol Squads ability, both of the split units must be destroyed for the purpose of it being considered destroyed for this objective.

    Secondary objective, either/or choice
  • Secondary: Set the Lure At the end of the battle, you score 10VP if you control the objective marker closest to the centre of the battlefield.

    At the end of the battle, you score 10VP if you control the objective marker closest to the centre of the battlefield.

    Secondary objective, either/or choice

Enhancement

Wily Hunter

Choose one enhancement for this Combat Patrol.

Either/or choice

In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.

Enhancement

Microdrone Familiar

Choose one enhancement for this Combat Patrol.

Either/or choice

Ranged weapons equipped by the bearer have a Ballistic Skill characteristic of 2+ and Improve the Attacks characteristic of ranged weapons equipped by the bearer by 1.

Secondary Objective

Priority Prey

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the Declare Battle Formations step, you must select two units from your opponent’s army. At the end of the battle, you score 10VP if either of the selected enemy units are destroyed. If a selected unit was split using the Patrol Squads ability, both of the split units must be destroyed for the purpose of it being considered destroyed for this objective.

Secondary Objective

Set the Lure

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 10VP if you control the objective marker closest to the centre of the battlefield.

Hunter’s Instincts

Each time a KROOT model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength.

Skirmish Fighters

KROOT models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks.

NameCPCategoryPhasesRules
Pheremonal Markings1CPepicDeedCommandWHEN: Your Command phase.
TARGET: One KROOT unit from your army within range of an objective marker you control.
EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WHEN: Your Command phase. TARGET: One KROOT unit from your army within range of an objective marker you control. EFFECT: That objective marker rema...
Lure and Strike1CPstrategicPloyMovementWHEN: Your Movement phase, just after a KROOT unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WHEN: Your Movement phase, just after a KROOT unit from your army Falls Back. TARGET: That KROOT unit. EFFECT: Until the end of the turn, your unit...
Strike Once, Strike Well1CPbattleTacticFightWHEN: Your Fight phase.
TARGET: One KROOT unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, and those weapons have the [LANCE] ability.
WHEN: Your Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, i...
AbilityProfile TypeDefinitionUsed By
Anti-vehicle 4+RangedWeapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the...Kroot Farstalkers / Kroot Farstalker / Londaxi tribalest
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Krootox Rampagers / Krootox Rampager / Kroot pistol and hunting javelins
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Kroot Farstalkers / Kroot Farstalker / Londaxi tribalest
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Kroot Lone-spear / Kroot Lone-spear / Kalamandra’s bite; Krootox Rampagers / Krootox Rampager / Rampager fists; Krootox Rider / Krootox Rider / Krootox fistsKroot Lone-spear / Kroot Lone-spear / Kalamandra’s bite; Krootox Rampagers / Krootox Rampager / Rampager fists; Krootox Rider / Krootox Rider / Kro...
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Kroot Farstalkers / Kroot Farstalker / Londaxi tribalest; Kroot Lone-spear / Kroot Lone-spear / Kroot long gun
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Krootox Rampagers / Krootox Rampager / Hunting blades
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Kroot Farstalkers / Kroot Farstalker / Kroot pistol; Kroot Farstalkers / Kroot Kill-broker / Kroot pistol; Krootox Rampagers / Krootox Rampager / Kroot pistol and hunting javelinsKroot Farstalkers / Kroot Farstalker / Kroot pistol; Kroot Farstalkers / Kroot Kill-broker / Kroot pistol; Krootox Rampagers / Krootox Rampager / K...
PrecisionRangedWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Kroot Lone-spear / Kroot Lone-spear / Kroot long gun
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Kroot Farstalkers / Kroot Farstalker / Farstalker firearm; Kroot Farstalkers / Kroot Kill-broker / T’au-tech rifle
Rapid Fire 2RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Krootox Rider / Krootox Rider / Repeater cannon
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Krootox Rampagers / Krootox Rampager / Rampager fists
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

T’au Empire

Protectors of Aun’Shar

Aun’Shar (1 model)Shas’nel D’tano (1 model)Ghostkeel Battlesuit (1 model)Strike Team (10 models) Stealth Battlesuits (3 models)

Common names:Combat Patrol: T'au Empire (Old)T’au Empire Combat Patrol 2022EtherealCadre FirebladeXV95 GhostkeelXV25 Stealth BattlesuitsFire WarriorsTauT'auBlueberriesThe Greater GoodAun’Shar

5 units 2 enhancements 3 stratagems 2 secondaries

Aun’Shar

Aun’Shar (1 model)

■ This model is equipped with: honour stave; hover drone.

Combat Patrol datasheet40mmInvulnerable 5+
Aun’Shar
M6"
T3
Sv5+
InSV5+
W3
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Honour stave24+501-

Melee Weapons

#WeaponAWSSAPDAbilities
1Honour stave24+501-

Abilities

Coordinated LeadershipUnit

In your Command phase, roll one D6: on a 4+, you gain 1CP

Keywords: Infantry, Character, Fly, Ethereal, Aun’Shar
Faction Keywords: T’au Empire

Shas’nel D’Tano

Shas’nel D’tano (1 model)

■ This model is equipped with: Fireblade pulse rifle; close combat weapon.

Combat Patrol datasheet25mm
Shas’nel D’Tano
M6"
T3
Sv4+
InSV-
W3
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fireblade pulse rifle30"13+502Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon34+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fireblade pulse rifle30"13+502Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Close combat weapon34+301-

Abilities

LeaderCore

Attach this CHARACTER to one listed Bodyguard unit before battle. They act as one unit, use Bodyguard Toughness, and separate if Bodyguard destroyed.

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Volley FireUnit

While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

LeaderUnit

This model can be attached to the following unit: STRIKE TEAM

Keywords: Infantry, Character, Cadre Fireblade, Shas’nel D’tano
Faction Keywords: T’au Empire

Strike Team

Strike Team (10 models)

■ 1 Fire Warrior Shas’ui is equipped with: pulse carbine; pulse pistol; close combat weapon; support turret missile system; marker drone.
■ 5 Fire Warriors are equipped with: pulse pistol; pulse rifle; close combat weapon.
■ 4 Fire Warriors are equipped with: pulse carbine; pulse pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, unit size25mm
Fire Warrior Shas’ui
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2
Fire Warrior
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

Fire Warrior Shas’ui - Default Wargear
#WeaponRangeABSSAPDAbilities
1Pulse carbine20"24+501-
1Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Support turret missile system30"25+501Indirect Fire, Twin-linked
Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Fire Warrior - Default Wargear
#WeaponRangeABSSAPDAbilities
9Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

5Pulse rifle30"14+501Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

4Pulse carbine20"24+501-

Melee Weapons

Fire Warrior Shas’ui - Default Wargear
#WeaponAWSSAPDAbilities
1Close combat weapon15+301-
Fire Warrior - Default Wargear
#WeaponAWSSAPDAbilities
9Close combat weapon15+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
5Pulse carbine20"24+501-
10Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Support turret missile system30"25+501Indirect Fire, Twin-linked
Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

5Pulse rifle30"14+501Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon15+301-

Abilities

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Cover FireUnit

While this unit is within range of an objective marker you control, each time you select it as the target of the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.While this unit is within range of an objective marker you control, each time you select it as the target of the Fire Overwatch Stratagem, hits are...

DS8 Support TurretUnit

In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon.

*Designer’s Note: Place a DS8 Support Turret token next to this unit to remind you. This does not count as a model for any rules purposes.*
In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped wi...

Keywords: Infantry, Battleline, Markerlight, Fire Warrior, Strike Team
Faction Keywords: T’au Empire

Stealth Battlesuits

Stealth Battlesuits (3 models)

■ 1 Stealth Shas’vre is equipped with: fusion blaster; battlesuit fists; battlesuit support system; marker drone.
■ 2 Stealth Shas’ui are equipped with: burst cannon; battlesuit fists.

Combat Patrol version — modified keywords, unit size32mm
Stealth Shas’vre
M8"
T4
Sv3+
InSV-
W2
Ld7+
OC1
Stealth Shas’ui
M8"
T4
Sv3+
InSV-
W2
Ld7+
OC1

Ranged Weapons

Stealth Shas’ui - Default Wargear
#WeaponRangeABSSAPDAbilities
1Fusion blaster12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Stealth Shas’vre - Default Wargear
#WeaponRangeABSSAPDAbilities
2Burst cannon18"44+501-

Melee Weapons

Stealth Shas’ui - Default Wargear
#WeaponAWSSAPDAbilities
1Battlesuit fists25+401-
Stealth Shas’vre - Default Wargear
#WeaponAWSSAPDAbilities
2Battlesuit fists25+401-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Fusion blaster12"14+9-4D6Melta 2
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

2Burst cannon18"44+501-

Melee Weapons

#WeaponAWSSAPDAbilities
3Battlesuit fists25+401-

Abilities

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Forward ObserversUnit

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 their Guided unit that targets their Spotted unit, re-roll a Wound roll of 1.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 their Guided unit that targets...

Keywords: Infantry, Fly, Battlesuit, Stealth
Faction Keywords: T’au Empire

Ghostkeel Battlesuit

Ghostkeel Battlesuit (1 model)

■ This model is equipped with: cyclic ion raker; twin fusion blaster; Ghostkeel fists; battlesuit support system.

Combat Patrol version — modified abilities, keywords, unit size105 x 70mm Oval Base
Ghostkeel Battlesuit
M10"
T8
Sv2+
InSV-
W12
Ld7+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Cyclic ion raker - standard36"64+7-12-
1Cyclic ion raker - overcharge36"64+8-23Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Twin fusion blaster12"14+9-4D6Melta 2, Twin-linked
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Ghostkeel fists35+602-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Cyclic ion raker - standard36"64+7-12-
1Cyclic ion raker - overcharge36"64+8-23Hazardous
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

1Twin fusion blaster12"14+9-4D6Melta 2, Twin-linked
Melta 2

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Ghostkeel fists35+602-

Damaged

BracketEffect
DAMAGED: 1-4 WOUNDS REMAININGWhile this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

InfiltratorsCore

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more th...

Lone OperativeCore

Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if th...

StealthCore

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Keywords: Vehicle, Walker, Fly, Battlesuit, Ghostkeel
Faction Keywords: T’au Empire

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Enhancements
  • Enhancement: DS13 Experimental Drone (Aura) The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE INFANTRY unit is within 6" of t...

    The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE INFANTRY unit is within 6" of the bearer, improve the Save characteristic of models in that unit by 1 and those models have the Feel No Pain 5+ ability.

    Enhancement, either/or choice
Unit Abilities
  • Shas’nel D’Tano: Leader This model can be attached to the following unit: STRIKE TEAM

    This model can be attached to the following unit: STRIKE TEAM

  • Ghostkeel Battlesuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Ghostkeel Battlesuit: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Shas’nel D’Tano: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

  • Stealth Battlesuits: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Ghostkeel Battlesuit: Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it ca...

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

  • Ghostkeel Battlesuit: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

Opponent’s Turn
Unit Abilities
  • Shas’nel D’Tano: Leader Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are know...

    Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

    Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

    Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

    *Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Secondary Objectives
  • Secondary: Kauyon Lure From the second battle round onwards, at the end of your Command phase, you score 5VP if there are one or more T’AU E...

    From the second battle round onwards, at the end of your Command phase, you score 5VP if there are one or more T’AU EMPIRE units from your army (excluding Battle-shocked units) within your deployment zone.

    Secondary objective, either/or choice
Army Rules
  • For the Greater Good In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When t...

    In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

    Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

    • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

    • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.

Unit Abilities
  • Aun’Shar: Coordinated Leadership In your Command phase, roll one D6: on a 4+, you gain 1CP

    In your Command phase, roll one D6: on a 4+, you gain 1CP

Movement

Your Turn
Unit Abilities
  • Strike Team: DS8 Support Turret In your Movement phase, if this unit Remains Stationary, until the start of your next Moveme...

    In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon.

    *Designer’s Note: Place a DS8 Support Turret token next to this unit to remind you. This does not count as a model for any rules purposes.*

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Defensive Fusillade - 1CP Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.

    WHEN: Your Shooting phase.
    TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.

  • Rapid Repositioning - 1CP Your unit can make a Normal move up to D6". If your unit has the BATTLESUIT keyword, it can make a Normal m...

    WHEN: End of your Shooting phase.
    TARGET: One T’AU EMPIRE unit from your army that is not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can make a Normal move up to D6". If your unit has the BATTLESUIT keyword, it can make a Normal move of up to 6" instead.
    RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge

Enhancements
  • Enhancement: DS15 Experimental Drone (Aura) The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE unit is within 6" of the bearer...

    The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.

    Enhancement, either/or choice
Army Rules
  • For the Greater Good In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When t...

    In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

    Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

    • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

    • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.

Unit Abilities
  • Shas’nel D’Tano: Volley Fire While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons eq...

    While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

  • Strike Team: Cover Fire While this unit is within range of an objective marker you control, each time you select it...

    While this unit is within range of an objective marker you control, each time you select it as the target of the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

  • Stealth Battlesuits: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

  • Stealth Battlesuits: Forward Observers Each time this unit is an Observer unit, until the end of the phase, each time a ranged atta...

    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 their Guided unit that targets their Spotted unit, re-roll a Wound roll of 1.

  • Ghostkeel Battlesuit: Lone Operative Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can...

    Unless part of an Attached unit (see Leader in Deployment Abilities section), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

  • Ghostkeel Battlesuit: Stealth If every model in a unit has this ability, then each time a ranged attack is made against it...

    If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attack...

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

    *Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

  • Weapon ability: Melta 2 Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made...

    Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Patrol Stratagems
  • Laser-Marked Targets - 1CP Your unit can shoot that enemy unit as if it were your Shooting phase. When doing so, each time a model in...

    WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
    TARGET: One T’AU EMPIRE unit from your army that was selected as a target of that charge and is not within Engagement Range of one or more enemy units.
    EFFECT: Your unit can shoot that enemy unit as if it were your Shooting phase. When doing so, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
    RESTRICTIONS: Your unit cannot shoot more than once this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Leadership Caste At the end of the battle, you score 20VP if your ETHEREAL model is not destroyed.

    At the end of the battle, you score 20VP if your ETHEREAL model is not destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Strike Team: Cover Fire While this unit is within range of an objective marker you control, each time you select it...

    While this unit is within range of an objective marker you control, each time you select it as the target of the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

Enhancement

DS13 Experimental Drone (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE INFANTRY unit is within 6" of the bearer, improve the Save characteristic of models in that unit by 1 and those models have the Feel No Pain 5+ ability.

Enhancement

DS15 Experimental Drone (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

The bearer has the Lone Operative and Stealth abilities. While a friendly T’AU EMPIRE unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.

Secondary Objective

Kauyon Lure

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, you score 5VP if there are one or more T’AU EMPIRE units from your army (excluding Battle-shocked units) within your deployment zone.

Secondary Objective

Leadership Caste

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the battle, you score 20VP if your ETHEREAL model is not destroyed.

For the Greater Good

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability (note that AUN’SHAR does not have this ability) that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of the attack by 1.

NameCPCategoryPhasesRules
Defensive Fusillade1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the...
Rapid Repositioning1CPstrategicPloyShootingWHEN: End of your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Normal move up to D6". If your unit has the BATTLESUIT keyword, it can make a Normal move of up to 6" instead.
WHEN: End of your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that is not within Engagement Range of one or more enemy units. EFFEC...
Laser-Marked Targets1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
TARGET: One T’AU EMPIRE unit from your army that was selected as a target of that charge and is not within Engagement Range of one or more enemy units.
EFFECT: Your unit can shoot that enemy unit as if it were your Shooting phase. When doing so, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’AU EMPIRE unit from your army that was selected a...
AbilityProfile TypeDefinitionUsed By
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Ghostkeel Battlesuit / Ghostkeel Battlesuit / Cyclic ion raker
Indirect FireRangedWeapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visib...
Strike Team / Fire Warrior Shas’ui / Support turret missile system
Melta 2RangedWeapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that wea...Ghostkeel Battlesuit / Ghostkeel Battlesuit / Twin fusion blaster; Stealth Battlesuits / Stealth Shas’ui / Fusion blaster
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Strike Team / Fire Warrior / Pulse pistol; Strike Team / Fire Warrior Shas’ui / Pulse pistol
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Shas’nel D’Tano / Shas’nel D’Tano / Fireblade pulse rifle; Strike Team / Fire Warrior / Pulse rifle
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Ghostkeel Battlesuit / Ghostkeel Battlesuit / Twin fusion blaster; Strike Team / Fire Warrior Shas’ui / Support turret missile system
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

T’au Empire

Sudden Dawn Cadre

Commander Cloudspear (1 model)Pathfinder Team (10 models)Breacher Team (10 models)Devilfish (1 model)

Common names:Combat Patrol: T’au Empire 2024Combat Patrol: T'au Empire (New)Mont’kaCommander in Enforcer BattlesuitColdstar BattlesuitBreacher Fire WarriorsStrike Team Fire WarriorsRecon DroneTauT'auFire WarriorsBlueberries

4 units 2 enhancements 3 stratagems 2 secondaries

Commander Cloudspear

COMMANDER CLOUDSPEAR (1 MODEL)

■ This model is equipped with: airbursting fragmentation projector; plasma rifle; battlesuit fists; 2 shield drones; weapon support system.

Combat Patrol datasheet60mm
Commander Cloudspear
M8"
T5
Sv2+
InSV-
W6
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Airbursting fragmentation projector24"D63+301Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

1Plasma rifle24"13+8-33-

Melee Weapons

#WeaponAWSSAPDAbilities
1Battlesuit fists34+501-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Airbursting fragmentation projector24"D63+301Blast, Indirect Fire
Blast

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Indirect Fire

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

1Plasma rifle24"13+8-33-

Melee Weapons

#WeaponAWSSAPDAbilities
1Battlesuit fists34+501-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Keywords: Vehicle, Walker, Fly, Character, Battlesuit, Commander in Enforcer Battlesuit, Commander Cloudspear
Faction Keywords: T’au Empire

Pathfinder Team

PATHFINDER TEAM (10 MODELS)
■ The Pathfinder Shas’ui model is equipped with: pulse carbine; pulse pistol; close combat weapon; grav-inhibitor drone.
■ 3 Pathfinder models are equipped with: pulse pistol; rail rifle; close combat weapon.
■ 6 Pathfinder models are equipped with: pulse carbine; pulse pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size25mm
Pathfinder
M7"
T3
Sv4+
InSV-
W1
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Rail rifle30"15+10-43Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

7Pulse carbine20"24+501-

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon15+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Rail rifle30"15+10-43Devastating Wounds, Heavy
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Heavy

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

7Pulse carbine20"24+501-

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon15+301-

Abilities

Scouts 7"Core

At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up...

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the Pathfinder Shas’ui model and the other unit must contain the models equipped with rail rifles.Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you d...

Keywords: Infantry, Markerlight, Pathfinder Team
Faction Keywords: T’au Empire

Breacher Team

BREACHER TEAM (10 MODELS)

■ Every model is equipped with: pulse blaster; pulse pistol; close combat weapon.

Combat Patrol version — modified abilities, keywords, stats, unit size25mm
Breachers
M6"
T3
Sv4+
InSV-
W1
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Pulse blaster10"23+6-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

10Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon15+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
10Pulse blaster10"23+6-11Assault
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

10Pulse pistol12"14+501Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
10Close combat weapon15+301-

Abilities

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

Breach and ClearUnit

Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

Keywords: Infantry, Battleline, Markerlight, Fire Warrior, Breacher Team
Faction Keywords: T’au Empire

Devilfish

DEVILFISH (1 MODEL)

■ This model is equipped with: accelerator burst cannon; 2 twin pulse carbines; armoured hull.

Combat Patrol version — modified abilities, unit sizeLarge Flying Base
Devilfish
M12"
T9
Sv3+
InSV-
W13
Ld7+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Accelerator burst cannon18"44+6-11-
2Twin pulse carbine20"24+501Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull35+601-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Accelerator burst cannon18"44+6-11-
2Twin pulse carbine20"24+501Assault, Twin-linked
Assault

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

Twin-linked

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Melee Weapons

#WeaponAWSSAPDAbilities
1Armoured hull35+601-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

For the Greater GoodFaction

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.
In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the O...See Army Rule: For the Greater Good

TransportUnit

This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.

Keywords: Vehicle, Fly, Transport, Dedicated Transport, Devilfish
Faction Keywords: T’au Empire

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Devilfish: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

  • Devilfish: Transport This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport B...

    This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Devilfish: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Secondary Objectives
  • Secondary: Ethereal Edict At the start of the first battle round, your opponent must select one unit from their army. At the end of the battle,...

    At the start of the first battle round, your opponent must select one unit from their army. At the end of the battle, you score 12VP if that unit is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Commander Cloudspear: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Pathfinder Team: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

  • Pathfinder Team: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models. If you do so, one of those units must contain the Pathfinder Shas’ui model and the other unit must contain the models equipped with rail rifles.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Army Rules
  • For the Greater Good In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When t...

    In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

    Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

    • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

    • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.

Movement

Your Turn
Unit Abilities
  • Commander Cloudspear: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Pathfinder Team: Scouts 7" At the start of the first battle round, before the first turn begins, if every model in this...

    At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a Normal move of up to 7".

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Fight by the Code - 1CP Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

    WHEN: Your Shooting phase.
    TARGET: One T’AU EMPIRE unit from your army.
    EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

  • Rampart of Fire - 1CP Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit withi...

    WHEN: Your Shooting phase.
    TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
    EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within 10", improve the Armour Penetration characteristic of that attack by 1.

Enhancements
  • Enhancement: Electro-static Flares (Aura) ■ While a friendly T’AU EMPIRE unit (excluding DEVILFISH units) is within 6" of the bearer, enemy units cannot use th...

    ■ While a friendly T’AU EMPIRE unit (excluding DEVILFISH units) is within 6" of the bearer, enemy units cannot use the Fire Overwatch Stratagem to fire at that unit and each time a ranged attack targets that unit, subtract 1 from the Hit roll.
    ■ The bearer has a 4+ invulnerable save.

    Enhancement, either/or choice
  • Enhancement: Prototype Systems ■ Each time the bearer is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when res...

    ■ Each time the bearer is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.
    ■ Each time you roll to determine the number of attacks made with the bearer’s airbursting fragmentation projector, you can re-roll the result.
    ■ The bearer has a 4+ invulnerable save.

    Enhancement, either/or choice
Army Rules
  • For the Greater Good In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When t...

    In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

    Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

    • Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

    • Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.

Unit Abilities
  • Breacher Team: Breach and Clear Each time a model in this unit makes a ranged attack that targets an enemy unit within range...

    Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

Weapon Abilities
  • Weapon ability: Assault This unit can shoot this weapon even after it Advanced.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Weapon ability: Blast Add attacks against large units; cannot shoot into Engagement Range.

    Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Heavy +1 to Hit if the attacking unit Remained Stationary.

    Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Weapon ability: Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attack...

    Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

    If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

    *Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an a...

    Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Lives Before Territory - 1CP Your unit can make a Normal move of up to D6" and, until the end of the phase, each time an attack targets...

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One T’AU EMPIRE INFANTRY or T’AU EMPIRE BATTLESUIT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Your unit can make a Normal move of up to D6" and, until the end of the phase, each time an attack targets your unit, it has the Benefit of Cover against that attack.

Charge

Your Turn
Core Stratagems
  • Tank Shock - 1CP Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that...

    WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
    TARGET: That VEHICLE unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Surprise Attack In the first and second battle rounds: At the end of you turn, you score 4VP for each objective marker in No Man’s La...

    In the first and second battle rounds:
    At the end of you turn, you score 4VP for each objective marker in No Man’s Land you control.

    In the third, fourth and fifth battle rounds:
    At the end of you turn, you score 2VP for each objective marker in No Man’s Land you control.

    Secondary objective, either/or choice
  • Secondary: Ethereal Edict At the start of the first battle round, your opponent must select one unit from their army. At the end of the battle,...

    At the start of the first battle round, your opponent must select one unit from their army. At the end of the battle, you score 12VP if that unit is destroyed.

    Secondary objective, either/or choice
Unit Abilities
  • Breacher Team: Breach and Clear Each time a model in this unit makes a ranged attack that targets an enemy unit within range...

    Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

Enhancement

Electro-static Flares (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

■ While a friendly T’AU EMPIRE unit (excluding DEVILFISH units) is within 6" of the bearer, enemy units cannot use the Fire Overwatch Stratagem to fire at that unit and each time a ranged attack targets that unit, subtract 1 from the Hit roll.
■ The bearer has a 4+ invulnerable save.

Enhancement

Prototype Systems

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Each time the bearer is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.
■ Each time you roll to determine the number of attacks made with the bearer’s airbursting fragmentation projector, you can re-roll the result.
■ The bearer has a 4+ invulnerable save.

Secondary Objective

Surprise Attack

Choose one secondary objective for this Combat Patrol.

Either/or choice

In the first and second battle rounds:
At the end of you turn, you score 4VP for each objective marker in No Man’s Land you control.

In the third, fourth and fifth battle rounds:
At the end of you turn, you score 2VP for each objective marker in No Man’s Land you control.

Secondary Objective

Ethereal Edict

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the start of the first battle round, your opponent must select one unit from their army. At the end of the battle, you score 12VP if that unit is destroyed.

For the Greater Good

In your Shooting phase, units from your army can work in pairs to help each other target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit with this ability that is also eligible to shoot (excluding Battle-shocked and Observer units). Until the end of the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy unit that is visible to both your units to be their Spotted unit. Until the end of the phase:

• Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

• Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill characteristic of that attack by 1.

NameCPCategoryPhasesRules
Fight by the Code1CPstrategicPloyShootingWHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army. EFFECT: Until the end of the phase, your unit is eligible to shoot in a tur...
Rampart of Fire1CPbattleTacticShootingWHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within 10", improve the Armour Penetration characteristic of that attack by 1.
WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the...
Lives Before Territory1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE INFANTRY or T’AU EMPIRE BATTLESUIT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make a Normal move of up to D6" and, until the end of the phase, each time an attack targets your unit, it has the Benefit of Cover against that attack.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’AU EMPIRE INFANTRY or T’AU EMPIRE BATTLESUIT...
AbilityProfile TypeDefinitionUsed By
AssaultRangedWeapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault w...Breacher Team / Breachers / Pulse blaster; Devilfish / Devilfish / Twin pulse carbine
BlastRangedWeapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attack...Commander Cloudspear / Commander Cloudspear / Airbursting fragmentation projector
Devastating WoundsRangedWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Pathfinder Team / Pathfinder / Rail rifle
HeavyRangedWeapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Rem...Pathfinder Team / Pathfinder / Rail rifle
Indirect FireRangedWeapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

*Example: An enemy unit is targeted by an attacking model equipped with a weapon with the* [INDIRECT FIRE] *ability. No models in the target unit are visible to the attacking model, so when resolving the attacks with that weapon, subtract 1 from the Hit roll, unmodified Hit rolls of 1-3 fail to hit, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.*
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visib...
Commander Cloudspear / Commander Cloudspear / Airbursting fragmentation projector
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Breacher Team / Breachers / Pulse pistol; Pathfinder Team / Pathfinder / Pulse pistol
Twin-linkedRangedWeapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that...Devilfish / Devilfish / Twin pulse carbine
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Tank Shock1CPstrategicPloyChargeWHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move. TARGET: That VEHICLE unit. EFFECT: Select one enemy unit with...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

World Eaters

Arkoth’s Gorepact

Goremongers (8 models)Arkoth Skorgardt (1 model)Goremongers (8 models)Bloodletters (10 models)Flesh Hounds (5 models)

Common names:Arkoth's GorepackWhite Dwarf 513 Combat PatrolSlaughterboundGoremongersChaosKhorneBerzerkersHeretic AstartesChaos Space MarinesNails-bittenThe XII LegionArkoth Skorgardt

4 units 2 enhancements 3 stratagems 2 secondaries

Arkoth Skorgardt

■ Arkoth Skorgardt (1 model)

This model is equipped with: lacerator and daemonic claw.

Combat Patrol datasheet50mmInvulnerable 5+
Arkoth Skorgardt
M10"
T6
Sv3+
InSV5+
W6
Ld6+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
1Lacerator and daemonic claw62+8-22-

Melee Weapons

#WeaponAWSSAPDAbilities
1Lacerator and daemonic claw62+8-22-

Abilities

Deadly Demise D3Core

When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Khornate GiftsFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Khornate Gifts

Possessed LordUnit

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

Keywords: Infantry, Character, Chaos, Khorne, Daemon, Possessed, Slaughterbound, Arkoth Skorgardt
Faction Keywords: World Eaters

Goremongers

■ Goremongers (8 models)

Every model is equipped with: autopistol; chainblade

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Goremongers
M9"
T4
Sv6+
InSV-
W1
Ld7+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
7Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
7Chainblade34+301Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
7Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
7Chainblade34+301Lance
Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

Khornate GiftsFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Khornate Gifts

Loping SpeedUnit

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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".Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of o...

Keywords: Infantry, Chaos, Khorne, Goremongers
Faction Keywords: World Eaters

Bloodletters

Bloodletters (10 models)

■ Every model is equipped with: hellblade.

Combat Patrol version — modified abilities, stats, unit size32mmInvulnerable 5+
Bloodletters
M8"
T4
Sv7+
InSV5+
W1
Ld7+
OC1

Melee Weapons

#WeaponAWSSAPDAbilities
10Hellblade23+5-22-

Melee Weapons

#WeaponAWSSAPDAbilities
10Hellblade23+5-22-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Khornate GiftsFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Khornate Gifts

Patrol SquadsUnit

Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

Keywords: Infantry, Battleline, Chaos, Daemon, Khorne, Summoned, Bloodletters
Faction Keywords: Blood Legions

Flesh Hounds

Flesh Hounds (5 models)

■ The Gore Hound is equipped with: burning roar; gore-drenched fangs.
■ Every Flesh Hound is equipped with: gore-drenched fangs.

Combat Patrol version — modified abilities, stats, unit size60 x 35.5mm Oval BaseInvulnerable 5+
Gore Hound
M12"
T4
Sv7+
InSV5+
W2
Ld7+
OC1
Flesh Hounds
M12"
T4
Sv7+
InSV5+
W2
Ld7+
OC1

Ranged Weapons

Gore Hound - Default Wargear
#WeaponRangeABSSAPDAbilities
1Burning roar - Burning Roar12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

Gore Hound - Default Wargear
#WeaponAWSSAPDAbilities
1Gore-drenched fangs33+5-11-
Flesh Hounds - Default Wargear
#WeaponAWSSAPDAbilities
4Gore-drenched fangs33+5-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Burning roar - Burning Roar12"D6-401Ignores Cover, Torrent
Ignores Cover

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Melee Weapons

#WeaponAWSSAPDAbilities
5Gore-drenched fangs33+5-11-

Abilities

Deep StrikeCore

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the...

Khornate GiftsFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Khornate Gifts

Hunters from the WarpUnit

At the end of your opponent’s turn, if this 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.At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield...

Keywords: Beast, Chaos, Daemon, Khorne, Summoned, Flesh Hounds
Faction Keywords: Blood Legions

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Arkoth Skorgardt: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Arkoth Skorgardt: Deadly Demise D3 When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit wi...

    When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 mortal wounds.

Before Battle

Your Turn
Unit Abilities
  • Bloodletters: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Bloodletters: Patrol Squads Before the battle, at the start of the Declare Battle Formations step, this unit can be spli...

    Before the battle, at the start of the Declare Battle Formations step, this unit can be split into two units, each containing five models.

  • Flesh Hounds: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Start of Battle Round

Your Turn
Army Rules
  • Khornate Gifts At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use t...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

    Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Movement

Your Turn
Unit Abilities
  • Goremongers: Loping Speed Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this...

    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" 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".

  • Bloodletters: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

  • Flesh Hounds: Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you ca...

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

    If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Unit Abilities
  • Flesh Hounds: Hunters from the Warp At the end of your opponent’s turn, if this unit is not within Engagement Range of one or mo...

    At the end of your opponent’s turn, if this 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.

Shooting

Your Turn
Enhancements
  • Enhancement: Whirlwind of Blood (Aura) While a friendly WORLD EATERS or BLOOD LEGIONS unit is wholly within 6" of the bearer: ■ Models in that unit have the...

    While a friendly WORLD EATERS or BLOOD LEGIONS unit is wholly within 6" of the bearer:

    ■ Models in that unit have the Stealth ability.
    ■ Enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

    Enhancement, either/or choice
Weapon Abilities
  • Weapon ability: Ignores Cover Target cannot receive the Benefit of Cover against this attack.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Torrent Attacks with this weapon automatically hit.

    Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Infernal Resilience - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WORLD EATERS unit from your army that is within 6" of one or more friendly BLOOD LEGIONS units and was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

  • Unrelenting Savagery - 1CP Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One WORLD EATERS or BLOOD LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Rending Strikes - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your...

    WHEN: Fight phase.
    TARGET: One SLAUGHTERBOUND or BLOODLETTERS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.

  • Infernal Resilience - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WORLD EATERS unit from your army that is within 6" of one or more friendly BLOOD LEGIONS units and was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Enhancements
  • Enhancement: Dread Patron ■ Each time the bearer makes a melee attack, add 1 to the Wound roll. ■ The bearer has the Feel No Pain 5+ ability.

    ■ Each time the bearer makes a melee attack, add 1 to the Wound roll.
    ■ The bearer has the Feel No Pain 5+ ability.

    Enhancement, either/or choice
Army Rules
  • Khornate Gifts Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+,...

    Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Khornate Gifts Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

  • Khornate Gifts Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

    Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Unit Abilities
  • Arkoth Skorgardt: Possessed Lord Once per battle, at the start of the Fight phase, this model can use this ability. If it doe...

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

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Rending Strikes - 1CP Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your...

    WHEN: Fight phase.
    TARGET: One SLAUGHTERBOUND or BLOODLETTERS unit from your army that has not been selected to fight this phase.
    EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.

  • Infernal Resilience - 1CP Until the end of the phase, models in your unit have a 4+ invulnerable save.

    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
    TARGET: One WORLD EATERS unit from your army that is within 6" of one or more friendly BLOOD LEGIONS units and was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Weapon Abilities
  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Blood for the Blood God You score 2VP each time a unit is destroyed. You cannot score more than 15VP from this secondary objective.

    You score 2VP each time a unit is destroyed.

    You cannot score more than 15VP from this secondary objective.

    Secondary objective, either/or choice
  • Secondary: Murderous Rampage At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent contr...

    At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

    Secondary objective, either/or choice
Army Rules
  • Khornate Gifts At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use t...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

    Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*

Enhancement

Dread Patron

Choose one enhancement for this Combat Patrol.

Either/or choice

■ Each time the bearer makes a melee attack, add 1 to the Wound roll.
■ The bearer has the Feel No Pain 5+ ability.

Enhancement

Whirlwind of Blood (Aura)

Choose one enhancement for this Combat Patrol.

Either/or choice

While a friendly WORLD EATERS or BLOOD LEGIONS unit is wholly within 6" of the bearer:

■ Models in that unit have the Stealth ability.
■ Enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

Secondary Objective

Blood for the Blood God

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 2VP each time a unit is destroyed.

You cannot score more than 15VP from this secondary objective.

Secondary Objective

Murderous Rampage

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of each player’s turn, you score 5VP if you control one or more objective markers that your opponent controlled at the start of that turn.

Khornate Gifts

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. 

Example: *Eric makes a Blessings of Khorne roll, getting the following: 1, 4, 4, 6, 6. First he uses the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 4, 4. He then uses the two 4s to activate Martial Excellence (which requires a double 4+). As the 1 can’t be used, this is then discarded.*

Total Carnage

Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Martial Excellence

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Warp Blades

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

NameCPCategoryPhasesRules
Rending Strikes1CPbattleTacticFightWHEN: Fight phase.
TARGET: One SLAUGHTERBOUND or BLOODLETTERS unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.
WHEN: Fight phase. TARGET: One SLAUGHTERBOUND or BLOODLETTERS unit from your army that has not been selected to fight this phase. EFFECT: Until the...
Infernal Resilience1CPbattleTacticShooting, FightWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One WORLD EATERS unit from your army that is within 6" of one or more friendly BLOOD LEGIONS units and was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One WORLD EATERS unit from your...
Unrelenting Savagery1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One WORLD EATERS or BLOOD LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One WORLD EATERS or BLOOD LEGIONS unit from your a...
AbilityProfile TypeDefinitionUsed By
Ignores CoverRangedWeapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot...Flesh Hounds / Gore Hound / Burning roar
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Goremongers / Goremongers / Chainblade
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Goremongers / Goremongers / Autopistol
TorrentRangedWeapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hit...Flesh Hounds / Gore Hound / Burning roar
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

World Eaters

Frenzied Reavers

Vorrakh (1 model)Jakhals (10 models)Khorne Berzerkers (10 models)Master of Executions (1 model)

Common names:Combat Patrol: World Eaters 2025Daemon Prince VorrakhDaemon PrinceDishonouredChaosKhorneBerzerkersHeretic AstartesChaos Space MarinesNails-bittenThe XII LegionVorrakh

4 units 2 enhancements 3 stratagems 2 secondaries

Vorrakh

Vorrakh (1 model)

■ This model is equipped with: infernal cannon; hellforged weapons.

Combat Patrol datasheet60mmInvulnerable 4+
Vorrakh
M10"
T10
Sv2+
InSV4+
W10
Ld6+
OC3

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Infernal cannon24"33+5-12Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Hellforged Weapons162+6-11-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Infernal cannon24"33+5-12Rapid Fire 1
Rapid Fire 1

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Melee Weapons

#WeaponAWSSAPDAbilities
1Hellforged Weapons162+6-11-
Keywords: Monster, Character, Chaos, Khorne, Daemon, Daemon Prince, Vorrakh
Faction Keywords: World Eaters

Khorne Berzerkers

Khorne Berzerkers (10 models)

■ 1 Khorne Berzerker Champion model is equipped with: plasma pistol; Chainblade.
■ 2 Khorne Berzerker models are equipped with: plasma pistol; Chainblade.
■ 2 Khorne Berzerker models are equipped with: bolt pistol; Khornate eviscerator.
■ 5 Khorne Berzerker models are equipped with: bolt pistol; chainblade.

Combat Patrol version — modified abilities, keywords, unit size32mm
Khorne Berzerker Champion
M8"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Khorne Berzerker
M8"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Khorne Berzerker Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Khorne Berzerker - Default Wargear
#WeaponRangeABSSAPDAbilities
2Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Khorne Berzerker Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Chainblade43+4-11-
Khorne Berzerker - Default Wargear
#WeaponAWSSAPDAbilities
7Chainblade43+4-11-
2Khornate eviscerator33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Plasma pistol - standard12"14+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Plasma pistol - supercharge12"14+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Bolt pistol12"14+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
8Chainblade43+4-11-
2Khornate eviscerator33+8-22-

Abilities

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Blessings of Khorne

Keywords: Infantry, Chaos, Khorne, Berzerkers
Faction Keywords: World Eaters

Master of Executions

Master of Executions (1 model)

■ This model is equipped with: bolt pistol; axe of dismemberment

Combat Patrol version — modified abilities, unit size40mm
Master of Executions
M8"
T4
Sv3+
InSV-
W4
Ld6+
OC1

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Axe of dismemberment52+7-22Devastating Wounds, Precision
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Axe of dismemberment52+7-22Devastating Wounds, Precision
Devastating Wounds

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Abilities

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Blessings of Khorne

A Worthy SkullUnit

Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys an enemy CHARACTER model, you gain 1CP.Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time...

Keywords: Infantry, Character, Chaos, Khorne, Master of Executions
Faction Keywords: World Eaters

Jakhals

Jakhals (10 models)

■ The Jakhal Pack Leader model is equipped with: autopistol; chainblades.
■ The Dishonoured model is equipped with: skullsmasher and mangler.
■ 1 Jakhal model is equipped with: autopistol; mauler chainblade.
■ 7 Jakhal models are equipped with: autopistol; chainblades.

Combat Patrol version — modified abilities, keywords, unit sizeJakhals: 28.5mm Dishonoured: 40mm
Jakhal Pack Leader
M7"
T4
Sv6+
InSV-
W1
Ld7+
OC1
Dishonoured
M7"
T4
Sv6+
InSV-
W1
Ld7+
OC1
Jakhal
M7"
T4
Sv6+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Jakhal Pack Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Jakhal - Default Wargear
#WeaponRangeABSSAPDAbilities
8Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Jakhal Pack Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Chainblades34+301-
Dishonoured - Default Wargear
#WeaponAWSSAPDAbilities
1Skullsmasher and mangler24+4-12-
Jakhal - Default Wargear
#WeaponAWSSAPDAbilities
1Mauler chainblade35+4-12-
7Chainblades34+301-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
8Chainblades34+301-
1Skullsmasher and mangler24+4-12-
1Mauler chainblade35+4-12-

Abilities

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to tw...See Army Rule: Blessings of Khorne

Keywords: Infantry, Chaos, Khorne, Jakhals
Faction Keywords: World Eaters

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Start of Battle Round

Your Turn
Army Rules
  • Blessings of Khorne At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use t...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Fearsome Prescense While the bearer is not Battle-shocked, it has an Objective Control characteristic of 5.

    While the bearer is not Battle-shocked, it has an Objective Control characteristic of 5.

    Enhancement, either/or choice
  • Enhancement: Bane of the Craven Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of the bearer Falls Back, a...

    Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

    Enhancement, either/or choice
Secondary Objectives
  • Secondary: Champions of Khorne From the second battle round onwards, at the end of your Command phase, if there is an objective marker wholly within...

    From the second battle round onwards, at the end of your Command phase, if there is an objective marker wholly within No Man’s Land that you control and that has one or more CHARACTER models (excluding Battle-shocked models) from your army within range of it, you score 2VP. If there are two such objective markers, you score 3VP instead.

    Secondary objective, either/or choice
Unit Abilities
  • Master of Executions: A Worthy Skull Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the...

    Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys an enemy CHARACTER model, you gain 1CP.

Opponent’s Turn
Unit Abilities
  • Master of Executions: A Worthy Skull Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the...

    Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys an enemy CHARACTER model, you gain 1CP.

Movement

Your Turn
Enhancements
  • Enhancement: Bane of the Craven Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of the bearer Falls Back, a...

    Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

    Enhancement, either/or choice
Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Weapon ability: Rapid Fire 1 Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such...

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Patrol Stratagems
  • Bloodlust - 1CP Your unit can make a Normal move of up to D6".

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
    TARGET: One JAKHALS unit from your army that had one or more of its models destroyed by the attacking unit’s attacks.
    EFFECT: Your unit can make a Normal move of up to D6".

Charge

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Horrifying Butchery - 1CP Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One KHORNE BERZERKERS unit from your army.
    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

  • Berserk Resilience - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets
    TARGET: One WORLD EATERS CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 if the Total Carnage Blessing of Khorne is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Secondary Objectives
  • Secondary: Skull Takers At the end of the Fight phase, for each CHARACTER model from your army, if that model destroyed one or more enemy uni...

    At the end of the Fight phase, for each CHARACTER model from your army, if that model destroyed one or more enemy units that phase, you score 3VP.

    You cannot score more than 12VP from this secondary objective.

    Secondary objective, either/or choice
Army Rules
  • Blessings of Khorne Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

    Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

  • Blessings of Khorne Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+,...

    Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

  • Blessings of Khorne Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

    Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Unit Abilities
  • Master of Executions: A Worthy Skull Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the...

    Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys an enemy CHARACTER model, you gain 1CP.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Horrifying Butchery - 1CP Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

    WHEN: Start of the Fight phase.
    TARGET: One KHORNE BERZERKERS unit from your army.
    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.

  • Berserk Resilience - 1CP Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this...

    WHEN: Fight phase, just after an enemy unit has selected its targets
    TARGET: One WORLD EATERS CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 if the Total Carnage Blessing of Khorne is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

Unit Abilities
  • Master of Executions: A Worthy Skull Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the...

    Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys an enemy CHARACTER model, you gain 1CP.

Weapon Abilities
  • Weapon ability: Devastating Wounds Critical Wounds ignore saves and inflict mortal wounds instead.

    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

  • Weapon ability: Precision Attacker can allocate successful wounds to visible Character models in the target unit.

    Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

Scoring & End Step

Your Turn
Enhancements
  • Enhancement: Fearsome Prescense While the bearer is not Battle-shocked, it has an Objective Control characteristic of 5.

    While the bearer is not Battle-shocked, it has an Objective Control characteristic of 5.

    Enhancement, either/or choice
Army Rules
  • Blessings of Khorne At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use t...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Enhancement

Fearsome Prescense

Choose one enhancement for this Combat Patrol.

Either/or choice

While the bearer is not Battle-shocked, it has an Objective Control characteristic of 5.

Enhancement

Bane of the Craven

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of the bearer Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

Secondary Objective

Champions of Khorne

Choose one secondary objective for this Combat Patrol.

Either/or choice

From the second battle round onwards, at the end of your Command phase, if there is an objective marker wholly within No Man’s Land that you control and that has one or more CHARACTER models (excluding Battle-shocked models) from your army within range of it, you score 2VP. If there are two such objective markers, you score 3VP instead.

Secondary Objective

Skull Takers

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of the Fight phase, for each CHARACTER model from your army, if that model destroyed one or more enemy units that phase, you score 3VP.

You cannot score more than 12VP from this secondary objective.

Blessings of Khorne

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll five D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Rage-Fuelled Invigoration

Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

Total Carnage

Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Martial Excellence

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

NameCPCategoryPhasesRules
Horrifying Butchery1CPbattleTacticFightWHEN: Start of the Fight phase.
TARGET: One KHORNE BERZERKERS unit from your army.
EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test.
WHEN: Start of the Fight phase. TARGET: One KHORNE BERZERKERS unit from your army. EFFECT: Select one enemy unit within Engagement Range of your un...
Berserk Resilience1CPbattleTacticFightWHEN: Fight phase, just after an enemy unit has selected its targets
TARGET: One WORLD EATERS CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 if the Total Carnage Blessing of Khorne is active for your army. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WHEN: Fight phase, just after an enemy unit has selected its targets TARGET: One WORLD EATERS CHARACTER unit from your army that was selected as th...
Bloodlust1CPstrategicPloyShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One JAKHALS unit from your army that had one or more of its models destroyed by the attacking unit’s attacks.
EFFECT: Your unit can make a Normal move of up to D6".
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. TARGET: One JAKHALS unit from your army that had one or more of its models...
AbilityProfile TypeDefinitionUsed By
Devastating WoundsMeleeWeapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that...Master of Executions / Master of Executions / Axe of dismemberment
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Khorne Berzerkers / Khorne Berzerker / Plasma pistol; Khorne Berzerkers / Khorne Berzerker Champion / Plasma pistol
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Jakhals / Jakhal / Autopistol; Jakhals / Jakhal Pack Leader / Autopistol; Khorne Berzerkers / Khorne Berzerker / Bolt pistol; Khorne Berzerkers / Khorne Berzerker / Plasma pistol; Khorne Berzerkers / Khorne Berzerker Champion / Plasma pistol; Master of Executions / Master of Executions / Bolt pistolJakhals / Jakhal / Autopistol; Jakhals / Jakhal Pack Leader / Autopistol; Khorne Berzerkers / Khorne Berzerker / Bolt pistol; Khorne Berzerkers / K...
PrecisionMeleeWeapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attach...Master of Executions / Master of Executions / Axe of dismemberment
Rapid Fire 1RangedWeapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s rang...Vorrakh / Vorrakh / Infernal cannon
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...

World Eaters

Karagar’s Rampagers

Karagar the Blooded (1 model)Khorne Berzerkers (10 models)Khorne Berzerkers (10 models) Jakhals (10 models)

Common names:Karagar's RavagersCombat Patrol: World EatersWorld Eaters Lord on JuggernautLord on JuggernautDishonouredLord InvocatusRampagerChaosKhorneBerzerkersHeretic AstartesChaos Space Marines

3 units 2 enhancements 3 stratagems 2 secondaries

Karagar the Blooded

Karagar the Blooded (1 model)

■ This model is equipped with: plasma pistol; exalted chainblade; Juggernaut’s bladed horn.

Combat Patrol datasheet90x52.5mm Oval BaseInvulnerable 4+
Karagar The Blooded
M10"
T6
Sv2+
InSV4+
W7
Ld6+
OC2

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Exalted chainblade72+6-12-
1Juggernaut’s bladed horn43+6-12Extra Attacks, Lance
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"12+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharge12"12+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
1Exalted chainblade72+6-12-
1Juggernaut’s bladed horn43+6-12Extra Attacks, Lance
Extra Attacks

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

Lance

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

Abilities

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to t...See Army Rule: Blessings of Khorne

Keywords: Mounted, Character, Chaos, Khorne, Lord on Juggernaut, Karagar the Blooded
Faction Keywords: World Eaters

Khorne Berzerkers

Khorne Berzerkers (10 models)

■ 1 Khorne Berzerker Champion is equipped with: plasma pistol; Berzerker chainblade.
■ 1 Khorne Berzerker is equipped with: plasma pistol; Berzerker chainblade.
■ 1 Khorne Berzerker is equipped with: plasma pistol; Berzerker chainblade; icon of Khorne.
■ 2 Khorne Berzerkers are equipped with: bolt pistol; Khornate eviscerator.
■ 5 Khorne Berzerkers are equipped with: bolt pistol; Berzerker chainblade.

Combat Patrol version — modified abilities, keywords, stats, unit size32mm
Khorne Berzerker Champion
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2
Khorne Berzerker
M6"
T4
Sv3+
InSV-
W2
Ld6+
OC2

Ranged Weapons

Khorne Berzerker Champion - Default Wargear
#WeaponRangeABSSAPDAbilities
1Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

1Plasma pistol - supercharged12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Khorne Berzerker - Default Wargear
#WeaponRangeABSSAPDAbilities
2Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

2Plasma pistol - supercharged12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Khorne Berzerker Champion - Default Wargear
#WeaponAWSSAPDAbilities
1Berzerker chainblade43+5-11-
Khorne Berzerker - Default Wargear
#WeaponAWSSAPDAbilities
7Berzerker chainblade43+5-11-
2Khornate eviscerator33+8-22-

Ranged Weapons

#WeaponRangeABSSAPDAbilities
3Plasma pistol - standard12"13+7-21Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

3Plasma pistol - supercharged12"13+8-32Hazardous, Pistol
Hazardous

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

7Bolt pistol12"13+401Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
8Berzerker chainblade43+5-11-
2Khornate eviscerator33+8-22-

Abilities

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to t...See Army Rule: Blessings of Khorne

Keywords: Infantry, Chaos, Khorne, Berzerkers
Faction Keywords: World Eaters

Jakhals

Jakhals (10 models)

■ 1 Jakhal Pack Leader is equipped with: autopistol; Jakhal chainblades.
■ 1 Dishonoured is equipped with: skullsmasher.
■ 1 Jakhal is equipped with: autopistol; mauler chainblade.
■ 1 Jakhal is equipped with: autopistol; Jakhal chainblades; icon of Khorne.
■ 6 Jakhals are equipped with: autopistol; Jakhal chainblades.

Combat Patrol version — modified abilities, keywords, stats, unit sizeJakhals: 28.5mm Dishonoured: 40mm
Jakhal Pack Leader
M6"
T3
Sv6+
InSV-
W1
Ld7+
OC1
Dishonoured
M6"
T3
Sv6+
InSV-
W1
Ld7+
OC1
Jakhal
M6"
T3
Sv6+
InSV-
W1
Ld7+
OC1

Ranged Weapons

Jakhal Pack Leader - Default Wargear
#WeaponRangeABSSAPDAbilities
1Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Jakhal - Default Wargear
#WeaponRangeABSSAPDAbilities
8Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

Jakhal Pack Leader - Default Wargear
#WeaponAWSSAPDAbilities
1Jakhal chainblades24+301Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Dishonoured - Default Wargear
#WeaponAWSSAPDAbilities
1Skullsmasher44+4-12-
Jakhal - Default Wargear
#WeaponAWSSAPDAbilities
1Mauler chainblade25+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

7Jakhal chainblades24+301Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Ranged Weapons

#WeaponRangeABSSAPDAbilities
9Autopistol12"14+301Pistol
Pistol

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Melee Weapons

#WeaponAWSSAPDAbilities
8Jakhal chainblades24+301Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

1Skullsmasher44+4-12-
1Mauler chainblade25+5-12Sustained Hits 1
Sustained Hits 1

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Abilities

Feel No Pain 6+Core

Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Blessings of KhorneFaction

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to t...See Army Rule: Blessings of Khorne

Keywords: Infantry, Battleline, Chaos, Khorne, Jakhals
Faction Keywords: World Eaters

Any Phase / Always-On

Your Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Jakhals: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Opponent’s Turn
Core Stratagems
  • Command Re-roll - 1CP You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls...

    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
    TARGET: That unit or model from your army.
    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.

Unit Abilities
  • Jakhals: Feel No Pain 6+ Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it...

    Each time this model would lose a wound, roll one D6: on a 6+, that wound is not lost. If it has more than one Feel No Pain ability, use only one.

Start of Battle Round

Your Turn
Army Rules
  • Blessings of Khorne At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

    Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.

Command

Your Turn
Core Stratagems
  • Insane Bravery - 1CP Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more tha...

    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
    TARGET: That unit from your army.
    EFFECT: Your unit automatically passes that Battle-shock test.
    RESTRICTIONS: You cannot use this Stratagem more than once per battle.

Enhancements
  • Enhancement: Skulls for Khorne Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.

    Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.

    Enhancement, either/or choice

Movement

Opponent’s Turn
Core Stratagems
  • Rapid Ingress - 1CP Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and i...

    WHEN: End of your opponent’s Movement phase.
    TARGET: One unit from your army that is in Reserves.
    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

Shooting

Your Turn
Patrol Stratagems
  • Rage Unchecked - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One BERZERKERS unit from your army that is Below Half-strength and has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

Weapon Abilities
  • Weapon ability: Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit i...

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

    ■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

  • Weapon ability: Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models e...

    Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

    If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Opponent’s Turn
Core Stratagems
  • Go To Ground - 1CP Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
    TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
    EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

Charge

Your Turn
Patrol Stratagems
  • Overwhelming Onslaught - 1CP Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test a...

    WHEN: Your Charge phase, just after a WORLD EATERS unit from your army ends a Charge move.
    TARGET: That WORLD EATERS unit.
    EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test and when doing so, subtract 1 from the result.

Opponent’s Turn
Core Stratagems
  • Fire Overwatch - 1CP If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting...

    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
    TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

  • Heroic Intervention - 1CP Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it wer...

    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Fight

Your Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Rage Unchecked - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One BERZERKERS unit from your army that is Below Half-strength and has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

  • Unstoppable Fury - 1CP Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6"...

    WHEN: Fight phase, just before a WORLD EATERS unit from your army Consolidates.
    TARGET: That WORLD EATERS unit.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.

Enhancements
  • Enhancement: Skulls for Khorne Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.

    Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.

    Enhancement, either/or choice
  • Enhancement: Arch-slaughterer Melee weapons equipped by the bearer have the [PRECISION] ability.

    Melee weapons equipped by the bearer have the [PRECISION] ability.

    Enhancement, either/or choice
Army Rules
  • Blessings of Khorne Double 4+ or any triple. Each time a model in this unit is destroyed by a melee attack, if that model has not fought...

    Double 4+ or any triple. Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

  • Blessings of Khorne Double 5+ or any triple. Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

    Double 5+ or any triple. Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Opponent’s Turn
Core Stratagems
  • Counter-Offensive - 2CP Your unit fights next.

    WHEN: Fight phase, just after an enemy unit has fought.
    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
    EFFECT: Your unit fights next.

  • Epic Challenge - 1CP Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

    WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
    TARGET: One CHARACTER model in your unit.
    EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

Patrol Stratagems
  • Rage Unchecked - 1CP Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

    WHEN: Your Shooting phase or the Fight phase.
    TARGET: One BERZERKERS unit from your army that is Below Half-strength and has not been selected to shoot or fight this phase.
    EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.

  • Unstoppable Fury - 1CP Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6"...

    WHEN: Fight phase, just before a WORLD EATERS unit from your army Consolidates.
    TARGET: That WORLD EATERS unit.
    EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.

Weapon Abilities
  • Weapon ability: Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time...

    Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • Weapon ability: Lance Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is mad...

    Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

  • Weapon ability: Sustained Hits 1 Critical Hits score 1 additional hit.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Scoring & End Step

Your Turn
Secondary Objectives
  • Secondary: Ravage and Ransack At the end of your opponent’s turn, you score 4VP if you control the objective marker closest to your opponent’s batt...

    At the end of your opponent’s turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.

    Secondary objective, either/or choice
  • Secondary: Blood Offering You score 2VP each time a WORLD EATERS model from your army destroys an enemy unit with a melee attack if that enemy...

    You score 2VP each time a WORLD EATERS model from your army destroys an enemy unit with a melee attack if that enemy unit started the phase within range of an objective marker.

    Secondary objective, either/or choice
Army Rules
  • Blessings of Khorne At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use...

    At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

    Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.

Enhancement

Skulls for Khorne

Choose one enhancement for this Combat Patrol.

Either/or choice

Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.

Enhancement

Arch-slaughterer

Choose one enhancement for this Combat Patrol.

Either/or choice

Melee weapons equipped by the bearer have the [PRECISION] ability.

Secondary Objective

Ravage and Ransack

Choose one secondary objective for this Combat Patrol.

Either/or choice

At the end of your opponent’s turn, you score 4VP if you control the objective marker closest to your opponent’s battlefield edge.

Secondary Objective

Blood Offering

Choose one secondary objective for this Combat Patrol.

Either/or choice

You score 2VP each time a WORLD EATERS model from your army destroys an enemy unit with a melee attack if that enemy unit started the phase within range of an objective marker.

Blessings of Khorne

At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne from the Blessings of Khorne list (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded.

Once activated, each Blessing of Khorne applies to all units from your army until the end of the battle round.

Wrathful Devotion

Any double. Models in this unit have the Feel No Pain 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.

Total Carnage

Double 4+ or any triple. Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Warp Blades

Double 5+ or any triple. Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

Example: Ash makes their Blessings of Khorne roll and gets the following dice: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4.

They then use the two 2s to activate Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4. However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.

NameCPCategoryPhasesRules
Rage Unchecked1CPbattleTacticShooting, FightWHEN: Your Shooting phase or the Fight phase.
TARGET: One BERZERKERS unit from your army that is Below Half-strength and has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
WHEN: Your Shooting phase or the Fight phase. TARGET: One BERZERKERS unit from your army that is Below Half-strength and has not been selected to s...
Unstoppable Fury1CPstrategicPloyFightWHEN: Fight phase, just before a WORLD EATERS unit from your army Consolidates.
TARGET: That WORLD EATERS unit.
EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.
WHEN: Fight phase, just before a WORLD EATERS unit from your army Consolidates. TARGET: That WORLD EATERS unit. EFFECT: Until the end of the phase,...
Overwhelming Onslaught1CPepicDeedChargeWHEN: Your Charge phase, just after a WORLD EATERS unit from your army ends a Charge move.
TARGET: That WORLD EATERS unit.
EFFECT: Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test and when doing so, subtract 1 from the result.
WHEN: Your Charge phase, just after a WORLD EATERS unit from your army ends a Charge move. TARGET: That WORLD EATERS unit. EFFECT: Select one enemy...
AbilityProfile TypeDefinitionUsed By
Extra AttacksMeleeWeapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights,...Karagar the Blooded / Karagar The Blooded / Juggernaut’s bladed horn
HazardousRangedWeapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):

■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resol...
Karagar the Blooded / Karagar The Blooded / Plasma pistol; Khorne Berzerkers / Khorne Berzerker / Plasma pistol; Khorne Berzerkers / Khorne Berzerker Champion / Plasma pistolKaragar the Blooded / Karagar The Blooded / Plasma pistol; Khorne Berzerkers / Khorne Berzerker / Plasma pistol; Khorne Berzerkers / Khorne Berzerk...
LanceMeleeWeapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move...Karagar the Blooded / Karagar The Blooded / Juggernaut’s bladed horn
PistolRangedWeapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in...
Jakhals / Jakhal / Autopistol; Jakhals / Jakhal Pack Leader / Autopistol; Karagar the Blooded / Karagar The Blooded / Plasma pistol; Khorne Berzerkers / Khorne Berzerker / Bolt pistol; Khorne Berzerkers / Khorne Berzerker / Plasma pistol; Khorne Berzerkers / Khorne Berzerker Champion / Plasma pistolJakhals / Jakhal / Autopistol; Jakhals / Jakhal Pack Leader / Autopistol; Karagar the Blooded / Karagar The Blooded / Plasma pistol; Khorne Berzerk...
Sustained Hits 1MeleeWeapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical...Jakhals / Jakhal / Jakhal chainblades; Jakhals / Jakhal / Mauler chainblade; Jakhals / Jakhal Pack Leader / Jakhal chainblades
NameCPCategoryPhasesRules
Command Re-roll1CPbattleTacticCommand, Movement, Shooting, Charge, FightWHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hi...
Counter-Offensive2CPstrategicPloyFightWHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units...
Epic Challenge1CPepicDeedFightWHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET:...
Insane Bravery1CPepicDeedCommandWHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army...
Rapid Ingress1CPstrategicPloyMovementWHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield a...
Fire Overwatch1CPstrategicPloyMovement, ChargeWHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move or declares a Charge.
TARGET: One unit from your army (excluding TITANIC units) that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall B...
Go To Ground1CPbattleTacticShootingWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected...
Heroic Intervention1CPstrategicPloyChargeWHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy un...