All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
7"
2+
2+
4
4
5
4
9
3+
Cypher can use his pistols in your Shooting phase even if he has Advanced or Fallen Back in the same turn.
Cypher has a 4+ invulnerable save. In addition, roll a D6 if Cypher is slain. On a roll of 2+, Cypher's model is still removed from play, but he is not considered to have been slain for the purposes of any mission victory conditions.
You can re-roll hit rolls of 1 made for friendly FALLEN units within 6" of Cypher
Cypher cannot use the Daemonic Ritual ability, even though he has the CHAOS and CHARACTER keywords.
Enemy units within 12" of CYPHER cannot use any abilities, Warlord Traits or Relics that allow them to gain, return or refund Command Points. The range of this ability is increased to 18" while there are 10 or more other friendly FALLEN ANGELS models within 12" of CYPHER. The range of this ability is instead increased to 24" while there are 20 or more other friendly FALLEN ANGELS models within 12" of CYPHER.
16"
Pistol 3
4
-1
1
-
12"
Pistol 2
8
-3
2
-
6"
3+
3+
4
4
1
3
9
3+
6
3+
3+
4
4
1
2
8
3+
Melee
Melee
+1
-1
1
-
*
6+
*
6
7
10
*
8
3+
-
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
This model can transport 10 FALLEN INFANTRY models. It cannot, however, transport TERMINATORS , CULT OF DESTRUCTION or JUMP PACK models.
Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
8
12"
If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.
5
18"
If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
6
6"
If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the enemy's Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.
6
12"
If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic.
7
18"
If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
6
3"
If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
Melee
Melee
User
-3
D3
Any attacks with a wound roll of 6+ made with this weapon have a Damage characteristic of D6 instead of D3.
Model with force sword only. The Caliban Steel Blade replaces the bearer’s force sword and has the profile below.
Melee
Melee
+3
-2
2
Roll a D6 each time a model is slain by the Black Mace; on a 6, that model's unit suffers an additional mortal wound at the end of the phase.
Models with a power maul or accursed crozius only. The Black Mace replaces the bearer's power maul or accursed crozius.
Melee
Melee
+1
-4
1
At the start of the first battle round but before the first turn has begun, you must nominate one enemy CHARACTER to be the target of the bearer of the Murder Sword (this can be a character not yet set up on the battlefield). Remember to tell your opponent which character you have nominated. Each attack made with the Murder Sword that hits the selected character automatically inflicts a mortal wound upon that character instead of the normal damage.
Models with a power sword only. The Murder sword replaces the bearer's power sword.
Melee
Melee
+1
-1
1
-
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any other damage.
In the Fight phase, when this model is chosen to fight with for the first time that phase, roll one D6. On a 1, the model suffers 1 mortal wound and cannot use this weapon further that phase. On a 2+ the model can fight with the weapon as normal.
You can re-roll failed wound rolls for attacks made by your Warlord in the Fight phase against targets with the ADEPTUS ASTARTES keyword.
If the wound roll for a melee weapon attack made by your Warlord is 6+, it inflicts 1 mortal wound on the target in addition to any other damage.
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time yourWarlord loses a wound. On a roll of 6, your warlord shrugs off the damage and does not lose the wound.
You can re-roll wound rolls of 1 for attacks made by your Warlord.
The opposing player must roll an extra dice when taking Morale tests for units within 6" of your Warlord, and use the highest result.
Add 1 to your Warlord’s Attacks characteristic.
Use this Stratagem when choosing your army. You can include Sorcerers and Chaos Rhinos in a Vanguard Detachment that includes only FALLEN units. If you do so, they replace their <MARK OF CHAOS>, HERETIC ASTARTES and <LEGION> keywords with the FALLEN keyword. FALLEN Sorcerers also replace their Death to the False Emperor ability with the Fallen Angels ability from the Fallen datasheet. Pick a FALLEN Detachment from your army to be a Fallen Angels Specialist Detachment. FALLEN units in that Detachment gain the FALLEN ANGELS keyword, but they lose the IMPERIUM Faction keyword (if they have it).
48"
Heavy D6
5
0
1
-
Melee
Melee
+1
-1
1
-
You can re-roll hit rolls of 1 for any Fallen unit when shooting (including when firing Overwatch) as long as the unit did not move in its last Movement phase. In addition, Fallen units can never lose more than 1 model as the result of any single failed Morale test; any additional casualties beyond the first are ignored.