7-12+ 12" 3+ 3 3-6 6" 4+ D3 1-2 3" 5+ 1 M BS A 6 6" D3 2 3 Smite and two psychic powers from the Librarius discipline. 6 6" D6 Melee Melee +3 -4 D3 When attacking with this weapon, you must subtract 1 from the hit roll. 12" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 6 6" D6 2 2 Smite and two psychic powers from the Librarius discipline. 8-13+ 2+ 2+ 5 1-2 4+ 4+ D3 3-7 3+ 3+ 4 6 6" D6 WS BS A 7-12+ 10" 3+ 3 3-6 5" 4+ D3 1-2 3" 5+ 1 On any turn in which the Deimos Vindicator does not move in the Movement phase, it may fire twice with its laser volley cannon, but may only use volley fire if it does so. M BS A 6 6" D3 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 6 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS or CENTURION models. M BS A 6 6" D3 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 This model can transport 10 <CHAPTER> INFANTRY models. Each TERMINATOR or JUMP PACK modeltakes up the space of two other models, and each CENTURION model takes up the space of three models. Itcannot transport PRIMARIS models. M BS A 6 6" D6 8-16+ 10" 3+ 6 4-7 5" 4+ D6 1-3 3" 5+ 1 This model can transport 6 <CHAPTER> INFANTRY models. Each TERMINATOR or JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models. It cannot transport PRIMARIS models. 6 6" D6 M BS A 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 This model can transport 10 <CHAPTER> INFANTRY models (each TERMINATOR, or JUMP PACK model takes up the space of two other models, and each CENTURION model takes up the space of three models. It cannot transport PRIMARIS models. 6 6" D6 10-19+ 10" 3+ 6 5-9 5" 4+ D6 1-4 3" 5+ 1 This model can transport 6 <CHAPTER> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). This model may not transport PRIMARIS models. M BS A 6 6" D6 6 3" D3 6+ 3" D3 M WS BS 6-10+ 9" 2+ 2+ 3-5 6" 3+ 3+ 1-2 3" 4+ 4+ 6 3" D3 6 6" D3 This model may not be given any relics. 6 6" D6 M BS A 7-14+ 14" 3+ 4 3-6 10" 4 3 1-2 8" 5+ 2 6 6" D6 M BS A 7-14+ 14" 3+ 4 3-6 10" 4 3 1-2 8" 5+ 2 6 6" D6 M BS A 7-14+ 14" 3+ 4 3-6 10" 4 3 1-2 8" 5+ 2 6 2D6" D6 M BS A 12-20+ 10" 3+ 8 6-11 5" 4+ D6 1-5 3" 5+ D3 This model can transport 25 <CHAPTER> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). It cannot transport PRIMARIS models. 6 2D6" D6 M BS A 17-22+ 10" 3+ 8 6-16 5" 4+ 6 1-5 3" 5+ D3 5 2D6" D6 M BS A 17-22+ 10" 3+ 8 6-16 5" 4+ 6 1-5 3" 5+ D3 6 2D6" D6 M BS A 14-26+ 10" 3+ 9 7-13 7" 4+ 6 1-6 4" 5+ 3 6 2D6" D6 M BS A 14-26+ 10" 3+ 9 7-13 7" 4+ 6 1-6 4" 5+ 3 6 2D6" 2D6 This model can transport 40 <CHAPTER> INFANTRY mdels (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). It may also transport up to two DREADNOUGHTS, IRONCLAD DREADNOUGHTS, VENERABLE DREADNOUGHTS or CONTEMPTOR DREADNOUGHTS, each taking up the space of ten models. It cannot transport PRIMARIS models. 16-30+ 10" 3+ 8 5+ 8-15 7" 4+ 6 6+ 1-7 4" 5+ D6 7+ WS BS A 7-12+ 2+ 2+ 4 3-6 3+ 3+ 3 1-2 4+ 4+ D3 6 6" D3 5+ 6" D3 M WS BS 10-14+ 7" 4+ 2+ 5-9 5" 5+ 3+ 1-4 3" 6+ 4+ M WS BS 5+ 9" D3 8-14+ 8" 2+ 2+ 4-7 5" 3+ 3+ 1-3 3" 4+ 4+ 6 6" 1 6 6" 1 6 6" D3 M BS 8-11+ 20"-50" 3+ 4-7 20"-30" 4+ 1-3 20" 5+ 6 6" D3 M BS A 8-16+ 20"-45" 3+ 3 4-7 20"-30" 4+ D3 1-3 20" 5+ 1 The Storm Eagle can transport 20 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models. 6 6" D3 M BS A 8-16+ 20"-45" 3+ 3 4-7 20"-30" 4+ D3 1-3 20" 5+ 1 The Storm Eagle can transport 14 MINOTAURS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models. 6 6" D3 M BS A 8-16+ 20"-45" 3+ 3 4-7 20"-30" 4+ D3 1-3 20" 5+ 1 6 6" D3 M BS A 8-14+ 20"-50" 3+ 4 4-7 20"-30" 4+ 2 1-3 20" 5+ 1 The Caestus Assault Ram's unique transport bays can transport 10 <CHAPTER> INFANTRY models. It may transport TERMINATOR models which only take up one space per model. It cannot transport JUMP PACK, CENTURION or PRIMARIS models. 6 6" 2D6 The Thunderhawk Gunship can transport 30 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It may also transport <CHAPTER> BIKER models who take up the space of three INFANTRY models each. It cannot transport PRIMARIS models if it carries any other type of models. If only PRIMARIS models are being transported, it can transport up to 15 <CHAPTER> PRIMARIS INFANTRY models. M BS A 24-30+ 20"-50" 2+ 8 15-23 20"-40" 3+ 4 8-14 20"-30" 4+ 3 1-7 20" 5+ 2 6 6" 2D6 The Thunderhawk Gunship can transport 15 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It may also transport <CHAPTER> BIKER models who take up the space of three INFANTRY models each. It may not transport PRIMARIS models. In addition, it may transport vehicles in one of the following configurations: One model with the LAND RAIDER keyword or the SPARTAN ASSAULT TANK keyword / Up to two of the following: RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS. Not that transported vehicles may also transport additional units where able. M BS A 20-26+ 20"-50" 2+ 6 14-19 20"-40" 3+ 4 6-13 20"-30" 4+ 3 1-5 20" 5+ 2 6 6" 2D6 The Sokar Pattern Stormbird can transport 50 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other INFANTRY models and each CENTURION takes the space of three other INFANTRY models. It may also transport <CHAPTER> BIKER models who take up the place of three INFANTRY models each. The Sokar Pattern Stormbird may also transport a single <CHAPTER> RHINO, including its own transported models, occupying 25 models' worth of space. When disembarking, the Rhino may only exit via the rear of the Sokar Pattern Stormbird. 30-40+ 20"-50" 2+ 6 4+ 20-29 20"-40" 3+ 4 5+ 10-19 20"-30" 4+ 3 6+ 1-9 20" 5+ 2 7+ 6 6" D3 This model can transport 1 <CHAPTER> INFANTRY model with the CHARACTER keyword. It may not transport TERMINATOR, JUMP PACK or PRIMARIS models. M BS A 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6 6" D3 M BS A 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6 6" D3 M BS A 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport a single <CHAPTER> VEHICLE model with the DREADNOUGHT keyword. 6 2D6" D6 This model can transport any number of <CHAPTER> INFANTRY CHARACTERS and one other <CHAPTER> INFANTRY unit, up to a maximum of 30 models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). 16-20+ 3+ 6-15 4+ 1-5 5+ 6 2D6" D6 This model can transport any number of <CHAPTER> INFANTRY CHARACTERS and one other <CHAPTER> INFANTRY unit, up to a maximum of 12 models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). 8-12+ 3+ 4-7 4+ 1-3 5+ When the bearer is chosen to fight with, select one of the profiles for this weapon. That profile is used for this weapon until the start of the next Fight phase. Friendly BLOOD RAVENS units within 6" of your Warlord automatically pass Morale tests. 11-24+ 12" 3+ 8 5+ 6-10 9" 4+ 6 6+ 1-5 5" 5+ D3 7+ 6 2D6" D6 M WS BS 9-15+ 8" 2+ 2+ 4-8 5" 3+ 3+ 1-3 3" 4+ 4+ 5+ 9" D3 M BS A 7-14+ 14" 3+ 4 3-6 10" 4+ 3 1-2 8" 5+ 2 6 9" D3+1 M BS A 7-14+ 14" 3+ 4 3-6 10" 4+ 3 1-2 6" 5+ 2 6 6" D3 6 6" D3 This model can transport 12 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models. WS BS A 6-10+ 4+ 3+ 4 3-5 5+ 4+ 3 1-2 6+ 5+ D3 When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a unit with this tactic, that weapon is treated as having an Armour Penetration characteristic of 0. The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer's saving throws, you can choose to activate the armour's force field. When you do so, the Armour Indomitus confers a 3+ invulverable save for the remainder of the turn. The wearer of the Salamander's Mantle increases their Toughness characteristic by 1. (Not included in profile) The wearer of the Crusader's Helm increases the range of any aura abilities on its datasheet by 3". If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point. Your opponent must subtract 1 from all hit rolls that target the bearer. Enemy units within 3" of the bearer must subtract 1 from their Leadership characteristic. In addition, enemy CHARACTERSthat start the Fight phase within 3" of the bearer can only be chosen to fight after all other eligible units have made their attacks, even if they charged or have an ability that would allow them to fight first. 24" Rapid Fire 2 4 -1 2 Model with a storm bolter only. Foe-Smiter replaces the bearer's storm bolter and has the following profile: Once per battle, at the end of your Movement phase, the bearer can use the Beacon Angelis to teleport a friendly unit to his position. When he does so, select a DEATHWATCH INFANTRY or BIKER unit that is either on the battlefield, or that is in a teleportarium. In either case, remove this unit and then set it up wholly within 6" of the bearer and more than 9" from any enemy model (any model that cannot be set up is slain). At the start of each of your turns, pick a Mission Tactic (pg 94). Until the start of your next turn, you can choose to apply either the effects of the Mission Tactic that is currently active or the Mission Tactic you have chosen for the Tome of Ectoclades to any DEATHWATCH unit from your army within 6" of the bearer each time they attack Model with a storm bolter only. Frostfury replaces the bearer’s storm bolter and has the following profile: 24" Assault 4 4 -1 2 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 4+ the target suffers a mortal wound. You can re-roll failed hit rolls for this model’s ranged attacks. In addition, enemy units never gain any bonus to their saving throws for being in cover for attacks made by this model. This model has a 4+ invulnerable save. In addition, at the start of the Fight phase, choose an enemy unit within 1" of this model. That unit cannot be chosen to fight in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3" of the bearer when they make their attacks in the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit cannot be affected by both Curse of the Wulfen (Kill) and the Wulfen Stone in the same Fight phase. You can always choose your Warlord to fight first in the Fight phase even if he didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of Baal. You can attempt to resist one psychic power with your Warlord (or attempt to resist one additional psychic power if he is already able to do so) in each of your opponent's Psychic phases. Friendly BLOOD ANGELS units automatically pass Morale tests whilst they are within 6" of your Warlord. Roll aD6 each time your Warlord loses a wound, re-rolling rolls of 1; on a 6, that wound is ignored and has no effect. If your Warlord also has the Black Rage ability, they instead ignore wounds on rolls of 5 or 6, but the similar ability to ignore wounds from the Black Rage has no effect. Your Warlord can perform a Heroic Intervention if he is within 6" of an enemy unit instead of only 3", and if he does so he can move up to 6" rather than 3". Once per battle, if your Warlord is on the battlefie,d you can re-roll a single hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point. Friendly DARK ANGEL units automatically pass Morale tests whilst they are within 12" of your warlord. If your warlord charged, was charged or performed a Heroic Intervention this turn, friendly DARK ANGEL units within 6" add 1 to their Strength characteristic in the Fight phase. Your Warlord can fire their Pistol, Rapid Fire and Grenade weapons at enemy CHARACTERS even if they are not the closest enemy model. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy CHARACTER instead of the closest enemy model. You can re-roll the dice used to determine how far friendly DARK ANGELS units Advance or charge if they are within 6" of your Warlord. Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. On a 6+ your Warlord does not lose the wound. You can re-roll failed wound rolls for your Warlord when attacking enemy VEHICLES or MONSTERS. Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of the Vigilant, and does not affect a weapon using the Banebolts of Eryxia Once per battle, if your Warlord is on the battlefield, you can re-roll a hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point. At the start of each of your Shooting phases, pick one enemy unit anywhere on the battlefield. For the duration of the phase, that unit does not receive the benefit of cover against attacks made by DEATHWATCH units from your army that are within 6" of your Warlord. Once during the battle, at the start of your turn, you can choose to change your army’s current Mission Tactic (pg 94) for another one Roll a D6 each time a DEATHWATCH model from your army within 6" of your Warlord would lose their last wound. On a 6 the wound is not lost. You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate chooseing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy CHARACTER with your Warlord. If a unit is affectecd by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn). If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, abilities of Relics of the Fang and effects of psychic powers. Deed of Legend: Slay the enemy Warlord with your Warlord. Add 1 to wound rolls for attacks make by a unit affected by this saga that target a MONSTER or VEHICLE. Deed of Legend: Slay and enemy MONSTER or VEHICLE with your Warlord. A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn. Deed of Legend: Successfully charge an enemy unit with your Warlord. Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This sage has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed's Legendary Tenacity ability). Deed of Legend: Successfully pass a saving throw for your Warlord. When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have. In addition, when a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1. If your army is Battle-forged, no Detachment can contain more Relic units than it does non-Relic units of the same Battlefield Role. You can, however, include a single Relic Lord of War unit in your army even if it contains no non-Relic Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a Detachment that contains at least as many non-Relic Lord of War units). In addition, as long as a Battle-forged army included at least one RELIC unit, you gain access to the RELIC OF ANCIENT GLORY stratagem. You can re-roll any failed hit rolls from friendly RAPTORS units within 6" of this model. This model has a 4+ invulnerable save. 8" Heavy D6 6 -1 2 This weapon hits its target automatically. 60" Heavy 2D3 6 -1 1 - 48" Heavy D3 8 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 36" Heavy 8 8 -1 2 - 48" Heavy 2 10 -4 D6 When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural '6' then a mortal wound is inflicted in addition to other damage. 8" Assault D6 5 -1 D3 This weapon hits its target automatically. 12" Assault 1 8 -2 D3 - 12" Pistol 1 7 -3 1 - 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer suffers a single mortal wound. 2" Pistol 2D6 4 0 1 This weapon hits its target automatically. 72" Heavy 1 6 -3 D3 This weapon may not be fiired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is ramoved from play as a casualty due to wouds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves. 48" Heavy D3 8 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. This weapon can target units not visible to the firing model. 72" Heavy D6 8 -2 D3 - 12" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 18" Heavy 2D3 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 12" Heavy 6 6 -1 1 When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared. 18" Heavy 2 8 -2 D3 When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared. 8" Heavy D6 6 -2 3 This weapon hits its target automatically. 24" Heavy 2D6 10 -5 3 If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn. 100" Heavy 2D6 8 -3 2 When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled. 100" Heavy 2 14 -4 6 - 72" Heavy 4 6 -1 1 - 18" Heavy D3 9 -5 2 If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon. 18" Assault 2 5 -3 1 If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3. 12" Grenade D6 3 0 1 - 12" Grenade 1 6 -1 D3 - 72" Heavy 3 14 -4 3+D6 Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player's next Shooting phase. 72" Heavy 2D6 7 -1 1 This weapon can target units that are not visible to the bearer. 24" Heavy 5 8 -3 3 For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon's shots have been resolved. 72" Heavy 4 8 -3 3 - 72" Heavy 2D3 8 -2 D3 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. This weapon can target units not visible to the firing model. 96" Heavy 4 9 -3 D6 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 8" Heavy 2D6 5 -1 2 This weapon hits its target automatically. 24" Rapid Fire 2 4 -2 2 - 12" Pistol 2 7 -3 1 - 12" Pistol 2 8 -3 2 For each hit roll of 1, the bearer suffers a single mortal wound. 24" Heavy 6 7 -1 1 - 36" Heavy 1 12 -4 D6 If this weapon successfully inflicts damage, roll an additional D6. On a result of a '3-5', the weapon's damage is increased to 2D6. On a result of a '6', the weapon's damage is increased to 3D6. 36" Heavy 2 9 -3 3 - 36" Heavy 2 10 -5 6 If any hit rolls made for this weapon result in one or more results of a '1', the firing vehicle suffers 3 mortal wounds. 24" Heavy D3 10 -4 D6 If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result. 30" Assault 3 5 -4 D3 Units do not gain the saving throw bonus for being in cover against attacks with this weapon. 12" Assault 1 7 -3 2 - 12" Assault 1 8 -3 3 On a hit roll of 1, the bearer suffers a single mortal wound. 48" Heavy 3 12 -4 D6 Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player's next turn. 42" Assault 2 6 0 1 Attacks from the phased conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2. 18" Assault 2 7 -3 1 - 18" Assault 2 8 -3 2 For each hit roll of 1, the bearer suffers a single mortal wound. 8" Pistol 3 6 -3 1 - 8" Pistol 3 7 -3 2 For each hit roll of 1, the bearer takes a single mortal wound. 36" Heavy 2D3 7 -3 2 - 36" Heavy 18 5 -1 1 - 12" Pistol 1 6 0 1 - 36" Heavy 12 5 -1 1 - 48" Heavy 4 9 -3 D6 - 24" Heavy 4 8 -2 3 - 60" Heavy 4D3 5 0 1 This weapon can target units not visible to the firing model. 24" Rapid Fire 2 5 -2 1 - 48" Heavy 8 8 -2 2 - 48" Heavy 3D3 6 -2 2 This weapon can target units not visible to the firing model. 12" Heavy 4D3 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 48" Heavy 8 7 -1 5 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 12" Pistol 2 4 0 1 - 24" Heavy 10 7 -2 2 - 36" Heavy D3 6 -3 2 - 48" Heavy 2D6 8 -2 D6 - 24" Assault D3 7 -2 1 - 96" Heavy D3 16 -4 2D6 Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target. 48" Assault 8 7 -1 2 Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3. 36" Heavy 10 6 -2 2 - 72" Heavy 2 8 -3 3 - 24" Heavy 2D3 10 -4 D6 If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result. 120" Heavy 2D6 16 -5 2D6 You can re-roll failed wound rolls when targeting TITANIC models with this weapon. 48" Heavy 2D6 5 -1 1 - 60" Heavy 3 6 -2 3 - Melee Melee +1 -2 2 - Melee Melee +2 -3 3 If the target is a CHARACTER, you may make an additional attack with this weapon. Melee Melee +1 -3 D3 This weapon has Strength x2 when targeting a MONSTER or a VEHICLE. Melee Melee +1 -1 2 For each wound roll of 6+, if the target unit is INFANTRY, this weapon inflicts a mortal wound in addition to any other damage. Melee Melee User -3 D6 Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn. Melee Melee User -3 D3 - Melee Melee +1 -1 2 - Melee Melee User -2 D3 - Melee Melee x2 -4 D6 - Melee Melee x2 -4 4 - Melee Melee x2 -4 3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee User -3 2 - Melee Melee +1 -5 D3 Successful invulnerable saves made against this weapon must be re-rolled. Melee Melee +3 -4 D3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee User -3 2 Corien Sumatris can make an additional D3 attacks with this weapon if he charged this turn. Melee Melee x2 -3 D3 This weapon has a Damage characteristic of 3 if its target is a PSYKER or DAEMON. Melee Melee x2 -4 3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee User -1 1 If at least three enemy models are within 1" of Armenneus Valthex when it is his turn to fight in the Fight phase, he makes an additional D3 attacks with this weapon. Melee Melee x2 -3 3 Re-roll failed wound rolls against INFANTRY. Melee Melee x2 -4 4 - Melee Melee +2 -3 2 Add 2 to the weapon's damage if the target is a CHARACTER. Melee Melee +2 -2 D3 This weapon has a Damage of 3 if its target is a PSYKER. Melee Melee x2 -3 D3 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 4+ the target suffers a mortal wound. Melee Melee User -3 2 - Melee Melee User -3 2 - Melee Melee User -3 2 You can re-roll failed wound rolls for this weapon. Melee Melee User 0 1 After this model makes their normal close combat attacks, make an additional single attack with this weapon against each enemy model within 1". Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee User -2 D3 You can re-roll failed wound rolls with this weapon. Melee Melee User -3 1 Any wound rolls of 6+ made for this weapon cause a single mortal wound instead of the normal damage. If equipped with an atomantic pavaise, all friendly <CHAPTER> units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves. You can add 1 to any Deny the Witch tests you take for this model against enemy PSYKERS within 12". 6" 3+ 3+ 4 4 5 3 9 2+ 6" 2+ 3+ 4+ 4+ 5 3 8 3+ 6" 3+ 2+ 4 4 5 3 9 2+ 6" 2+ 2+ 8 9 8 4 9 2+ Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit. 6" 2+ 2+ 4 4 6 4 9 2+ 5" 2+ 2+ 4 4 6 4 9 2+ 6" 2+ 2+ 4 4 6 4 9 2+ 6" 2+ 2+ 5 4 5 4 9 3+ 6" 2+ 2+ 4 4 5 4 8 3+ 6" 2+ 2+ 4 4 5 4 9 3+ Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored and that wound is not lost. 6" 2+ 2+ 6 7 9 4 10 3+ This model has a 4+ invulnerable save. 6" 2+ 3+ 4 4 5 4 9 3+ 6" 3+ 3+ 4 4 4 3 9 3+ 9" * * 7 7 13 * 9 2+ 6" 2+ 2+ 4 4 6 5 9 2+ 12" 2+ 3+ 4 4 5 4 9 3+ 7" 2+ 2+ 4 4 6 4 9 2+ 6" 2+ 2+ 4 4 5 4 9 3+ 5" 2+ 2+ 4 4 7 4 9 2+ 5" 2+ 2+ 4 4 7 4 9 2+ 5" 2+ 2+ 4 4 7 4 9 2+ 6" 2+ 3+ 4 4 6 3 9 2+ 5" 2+ 3+ 4 4 6 5 9 2+ 5" 2+ 2+ 5 6 5 3 9 2+ * 6+ * 6 7 12 * 8 3+ * 6+ * 6 8 12 * 8 3+ * 6+ * 6 7 10 * 8 3+ Enemy units opting to deploy using abilities during the battle which allow them to deploy outside their normal deployment zone (such as via teleportation, grav-shute insertion, etc) may not do so within 12" of a Relic Land Raider Proteus. A model with this ability has a 5+ invulnerable save. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. * 6+ * 8 8 16 * 9 2+ Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit with this ability. This model has a 4+ invulnerable save. * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 19 * 9 2+ 6" 3+ 3+ 6 7 8 4 8 3+ 6" 3+ 3+ 6 8 8 4 8 3+ Whenever attacking a BUILDING or any model with a Movement characteristic of 0" during the Fight phase, the Siege Dreadnought's controlling player may re-roll all wound rolls of 1 with this model. If this model finishes acharge move within 1" of an enemy unit, roll a D6. On a 4+, that unit suffers D3 mortal wounds. * * * 7 7 10 4 8 3+ This model has a 5+ invulnerable save. 6" 2+ 2+ 6 7 9 4 10 3+ This model has a 5+ invulnerable save. You can re-roll hit rolls of 1 for this model if it is equipped with two Dreadnought combat weapons. All friendly models with the <CHAPTER> keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase. Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost. * 6+ * 6 7 14 * 8 3+ This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. * 6+ * 6 7 14 * 8 3+ * 6+ * 6 7 14 * 8 3+ If the Sicaran Punisher does not move or Advance in the Movement phase, it may re-roll all failed hit rolls of '1' for the Punisher rotary cannon in the Shooting phase of that turn. * 5+ * 8 8 20 * 9 2+ This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer. * 5+ * 8 9 22 * 9 2+ * 5+ * 8 9 22 * 9 2+ * 5+ * 9 9 26 * 9 2+ * 5+ * 9 9 26 * 9 2+ * 5+ * 9 9 30 * 9 2+ This model is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from its hull in layers, designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw shown in the Damage box, which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll indicated in the Damage box is passed. 9" * * 7 7 12 * 8 2+ Roll a D6 each time this model loses a wound; on the roll of a '6' that damage is ignored and that wound is not lost. * * * 7 7 14 2 8 3+ A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase. At the beginning of any turn, the controlling player may declare that its helical targeting array is active. While it is active, this model may not move and adds +1 to its hit rolls against models with the FLY keyword. * * * 8 8 14 2 8 2+ This model has a 4+ invulnerable save. 15" 3+ 3+ 4 6 6 2 8 3+ 15" 3+ 3+ 4 6 9 3 8 3+ When a unit with this ability Advances, all models in the unit must move between 20"-35". If the unit has used its ramjet thrusters then the enemy player must subtract -1 from hit rolls made against them in the next Shooting phase, and the unit can only charge or be charged by units that can FLY during the Fight phase until it is the unit's turn to move again. Your opponent subtracts 1 from all hit rolls made for models that target this model at ranges greater than 8". * 6+ * 6 7 11 2 8 3+ This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Not that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. When targeting units that can FLY, add 1 to your hit rolls for this model. * 6+ * 8 7 16 * 9 3+ * 6+ * 8 7 16 * 9 3+ Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. * 6+ * 8 7 16 * 9 3+ * 5+ * 8 7 14 * 9 2+ This model can only declare charges in the Charge phase against units that can FLY, and may only attack or be attacked in the Fight phase by units that can FLY. * 6+ * 10 9 30 * 9 3+ * 6+ * 10 9 26 * 9 3+ * 6+ * 10 9 40 * 9 3+ When targeting this unit with Shooting attacks and psychic powers, always measure to the model's hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the FLY keyword, add 12" to the measured distance to determine the range when making shooting attacks against this model. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase. This model has a 5+ invulnerable save. Once per battle, a Thunderhawk Gunship with this ability can make a bombing run against a single enemy unit it has moved over during one of its Movement phases. After the Thunderhawk Gunship has moved, pick an enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model, up to a maximum of 12D6. For each roll of a 5+, the unit suffers a mortal wound. Units consisting of only CHARACTERS may not be targeted by this ability. This model is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from its hull in layers, designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw shown in the Damage box, which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll indicated in the Damage box is passed. Void shields must be continuously re-energised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see the Damage table). As long as this model's controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that this model is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields' save is extended to all models and BUILDING within 8" of this model. * 6+ * 6 7 10 * 8 3+ Roll a D6 at the start of each of your turns; on a 6 this model regains one lost wound. Once per battle in the Shooting phase, the controlling player may make a special Orbital Strike attack. To do so, nominate a point anywhere on the battlefield and roll a D6. Roll a D6 for every unit within 6" of that point. Subtract 1 from the result if the unit being targeted is a CHARACTER. On a 4+, the unit being targeted suffers D3 mortal wounds. Roll 2D6 at the end of each of your turns if your Warlord is embarked within a Damocles Command Rhino. If the total rolled is less than your Warlord's Leadership characteristic, you gain one Command point. * 6+ * 6 7 11 * 8 3+ * 6+ * 6 7 11 * 8 3+ On any turn in which the Scorpius does not move during the Movement phase, you may fire its Scorpius multi-launcher twice in the following Shooting phase. 3" 6+ 3+ 3 5 4 1 7 3+ 6" 3+ 3+ 4 4 1 1 7 3+ When a Rapier Carrier is set up on the battlefield, its Space Marine Gunners are set up in unit coherency with it. From that point onwards the Space Marine Gunners are treated as one unit and the Rapier Carrier as another. The Space Marine Gunners may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer. The Rapier Carrier can only fire its weapon if at least one of the Space Marine Gunners it was deployed with is within 3". If both of the Space Marine Gunners the Rapier Carrier was depolyed with are slain, the Rapier Carrier is also removed as slain. 0" - 4+ 4 5 4 - 10 3+ 0" - 4+ 4 5 4 - 10 3+ During deployment, you can set up this model in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases, he can teleport into battle - set him up anywhere on the battlefield that is more than 9" from any enemy models. 36" Heavy 2D3 4 0 1 - 36" Heavy 2 8 -2 D6 - This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model. If this model has a twin heavy bolter, it will automatically shoot at the nearest enemy INFANTRY unit in the Shooting phase within range. If this model has a twin lascannon, it will automatically shoot at the nearest non-INFANTRY model in the Shooting phase within range. If there are none of the specified types of unit in range then the closest unit of any kind must be targeted, however in all cases this model may only shoot an enemy CHARACTER if it is the closest model of any type. This model's weapons must target the nearest visible enemy unit that can FLY. If no targets that can FLY are visible it must instead target the nearest non-FLYING enemy unit. After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it. 0" - - 6 7 8 0 8 3+ 0" - 4+ 6 6 8 0 8 3+ During deployment, you can set up this model, along with any unit embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a drop pod assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any model embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy models. Any model that cannot be set up because there is not enough room is slain. Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two units are equally close, you choose which is targeted. Up to 15 models embarked in the Tacticus Bunker can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Tacticus Bunker. Up to 10 models embarked in each TBunker Annex can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Bunker Annex in which they are embarked. In both case, embarked models may shoot even if enemy models are within 1" of their Bunker. INFANTRY models on the Castellum Stronghold tile receive the benefit of cover against attacks from units not on the same tile. Unless the Tacticus Bunker has been destroyed, all INFANTRY, DREADOUGHT or BIKE units on the Castellum Stronghold tile have a 4+ invulnerable save against Shooting attacks. While your army's Warlord is embarked within this model. one Stratagem played in a turn by the controlling player costs one fewer Command point than normal (to a minimum of 1). 0" - * 0 9 20 - 9 3+ 0" - * 0 9 12 - 9 3+ Roll a D6 each time a friendly RED SCORPIONS model within 6" of this model loses a wound; on a 6, the Damage is ignored and the wound is not lost. You can re-roll any failed hit rolls from friendly RED SCORPIONS units within 6" of this model. Once per battle in the Shooting phase, you may unleash a special bombardment attack instead of shooting as normal with this model. To do so, nominate a target enemy unit (CHARACTERS may not be targeted) anywhere on the battlefield and roll a D6. On a 2+ that unit suffers D6 mortal wounds. If your army is Battle-forged, you receive an additional 1 Command point if Lugft Huron is your Warlord. If Lugft Huron is reduced to 0 wounds, roll a D6. On a result of 5+, set him up again at the end of the phase as close as possible to his previous position and more than 1" from any enemies. He now has a single wound remaining. You can re-roll any failed hit rolls from friendly ASTRAL CLAWS units within 6" of this model. The Strength characteristic of all boltguns and storm bolters fired by friendly ASTRAL CLAWS units within 6" of armenneus Valthex is increased by 1 to a maximum of 5. At the end of your Movement phase. this model can repair a single ASTRAL CLAWS VEHICLE whithin 1". That model regains D3 lost wounds. A model can only be repaired once per turn. You can re-roll hit rolls of 1 for friendly ASTRAL CLAWS/TIGER CLAWS units within 6" of Corien. This model has a 3+ invulnerable save. Add 1 to Captain Sumatri's Strength Characteristic if he is within 6" of any enemy characters. You can re-roll wound rolls of a 1 made for friendly ASTRAL CLAWS units within 6" of Arch-Centurion Carnac Commodus. This model has a 5+ invulnerable save. You can re-roll failed charge rolls for friendly MINOTAURS INFANTRY units within 6" of Lord Asterion Moloc. If Lord Asterion Molo is slain in the figh phase before he has fought, he immediatelly piles in and makes his attacks before being removed. You can re-roll any failed hit rolls from friendly MINOTAURS units within 6" of this model. All friendly MINOTAURS units within 6" this model can use the Chaplain's leadership instead of their own. Friendly RED SCORPIONS INFANTRY units within 6" of Magister Sevrin Loth canre-roll failed wound rolls against PSYKERS. Magister Sevrin Loth has a 4+ invulnerable save. Tyberos the Red Wake has a 4+ invulnerable save. You can re-roll failed hit rolls for friendly CARCHARODONS units within 6" of Tyberos the Red Wake. All friendly CARCHARODONS within 6" of Tyberos the Red Wake have +1 Strength. All friendly models with the HOWLING GRIFFONS keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase. Lieutenant Commander Anton Narvaez has a 2+ invulnerable save. If he fails an invulnerable save in any phase, his invulnerable save for the rest of the game is now to 6+. You can re-roll hit rolls of 1 for friendly MARINES ERRANT units within 6" of Lieutenant Commander Anton Narvaez. All friendly FIRE ANGELS VEHICLES within 6" of Captain Tarnus Vale gain a 6+ invulnerable save. You can re-roll hit rolls of 1 for friendly FIRE ANGELS units within 6" of Captain Tarnus Vale. Afte falling back, Lias Issodon may still shoot or Advance in the same turn, but may not charge. You can add +1" to all moves, including Advance, Charge and Fall back modes made by friendly RAPTORS INFANTRY units within 6" of Lias Issodon during the Movement phase and Charge phase During deployment, you can set up Lias Issodon and up to three friendly RAPTORS INFANTRY units (not including TERMINATORS, CENTURIONS or PRIMARIS units) in the shadows instead of placing them on the battlefield. At the end of any of your movement phases, Lias Issodon and any accompanying units can reveal themselves on the battlefield - set them up anywhwere on the battlefield that is more than 9" away from enemy models. You may add 2 to saving throws made for Lias Issodon instead of 1 when he has the benefits of cover. You can re-roll failed wound rolls for friendly LAMENTERS INFANTRY, DREADNOUGHT or BIKER units within 6" of Malakim Phoros. Malakim Phoros may charge even if he Fell Back in the preceding Movement phase. 6" 2+ 2+ 4 4 6 5 9 2+ Each time any friendly NOVAMARINES INFANTRY within 6" of Captain Mordaci Blaylock suffers a wound, roll a D6; on the roll of a 6 the damage is ignored and that wound is not lost. You can re-roll hit rolls of 1 for friendly NOVAMARINES units within 6" of Captain Mordaci Blaylock. Add 2 to Captain Pellas Mir'san's Attacks characteristics if he is within 1" of any enemy CHARACTERS. You can re-roll hit rolls of 1 for friendly SALAMANDERS units within 6" of Captain Pellas Mir'san. If your army is Battle-forged, then Bray'arth Ashmantle may only be your Warlord if no other HQ units are present. Bray'arth Ashmantle has a 5+ invulnerable save. In addition, roll a D6 each time this model loses a wound; on a 4+ the damage is ignored and that wound is not lost. At the end of any of your Movement phases, Harath Shen can attempt to heal or revive a single model. Select a friendly SALAMANDERS INFANTRY or BIKER unit within 3" of the Harath Shen. If that unit contains a wounded model, it immediately regains D3+1 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 3+, a single slain model is returned to the unit with 1 wound remaining. If Harath Shen fails to revive a model, he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium/Master of Chirurgery ability once in each turn. Ahazra Redth has a 5+ invulnerable save and may ignore the effects of the first Perils of the Warp he suffers during the battle. Your opponent must subtract 1 from hit rolls for attacks that target High Chaplain Thulsa Kane in the Fight phase. You can re-roll failed hit rolls in the Fight phase for friendly EXECUTIONERS units within 6" of this model. All friendly EXECUTIONERS units within 6" of this model can use the High Chaplain's Leadership instead of their own. Each time you roll a hit roll of 6 in the Fight phase for a friendly EXECUTIONERS unit within 6" of High Chaplain Thulsa Kane, you can immediately make 1 additional attack for that model. These bonus attacks do not themselves generate additional attacks. You may make a single Deny the Witch attempt in each enemy Psychic phase with Captain Silas Alberec as if he was a PSYKER. You can re-roll hit rolls of 1 for friendly EXORCISTS units within 6" of Captain Silas Alberec. You must always direct Knight-Captain Elam Courbray's attacks against enemy CHARACTERS if any are within 1" (if more than one is present, you may choose which). You can re-roll hit rolls of 1 for friendly FIRE HAWKS units within 6" of Knight-Captain Elam Courbray. At the end of your Movement phase, this model can repair a single SONS OF MEDUSA VEHICLE within 1". That model regains D3 lost wounds. A model can only be repaired once per turn. You can re-roll failed hit rolls for friendly SONS OF MEDUSA units within 6" of Vaylund Cal. You can re-roll hit rolls of 1 for friendly STAR PHANTOMS units within 6" of Captain Zhrukhal Androcles. This model has a 4+ invulnerable save. Hecaton Aiakos may not be chosen as an army's Warlord. After a successful charge, Hecaton Aiakos may immediately inflict D3 mortal wounds on a single unit that has at least one model within 1" of him. 6" 3+ 3+ 4 3 5 3 9 2+ 6" 3+ 3+ 3 3 5 4 9 3+ 6 18" Veil of Time has a warp charge value of 6. If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn't charge. If the enemy also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. 6 12" Might of Heroes has a warp charge value of 6. If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness and Attacks characteristics. 8 6" Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take. You can re-roll hit rolls for attacks made by models in friendly BLOOD RAVENS units whilst their unit is within 6" of this model. This model has a 4+ invulnerable save. After this model finishes a charge move, you can select one enemy unit within 1" of it and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds. Melee Melee x2 -3 3 When resolving an attack made with this porfile, subtract 1 from the hit roll, and a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. Melee Melee +2 -1 1 When this profile is selected, add 3 to the bearer's Attacks characteristic until the end of the phase. 6" 2+ 2+ 4 4 6 5 9 2+ * 5+ * 9 8 24 * 9 2+ 36" Heavy D3 8 -4 1 - 36" Heavy D3 9 -4 2 For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. 24" Heavy 2 8 -3 3 - 72" Heavy 12 8 -2 3 When targeting units with the FLY keyword, this weapon ignores abilities which negatively modify its hit rolls. Melee Melee User -2 D3 - Instead of measuring distances and ranges to and from this model's base, measure to and from this model's base or hull (whichever is closer). Your opponent must subtract 3 from any charge rolls made for units that declare a charge against an Astraeus Super-heavy Tank. This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it (except for its twin macro-accelerator cannon which may still fire but must target units that are not within 1").. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer. 36" Heavy 3 4 -1 1 - * * * 8 8 15 4 9 2+ Once per Fight phase, after rolling a hit roll of 6+ for this weapon, CARAB CULLN THE RISEN may choose to grab his foe in a death-hold. You may choose to fire his heavy bolter at point blank range - inflicting D6 mortal wounds on the target in addition to the normal damage. This ability can only be used once per game - if the death-hold ability is used, then the heavy bolter may not be fired for the remainder of the game. Melee Melee x2 -3 4 See Death-hold. 6" 2+ 2+ 4 4 6 5 9 2+ If Casan Sabius successfully causes one or more wounds in the Fight phase, select one RED SCORPIONS INFANTRY unit within 6". Increase the Attacks characteristic of every model in that unit by 1 until the end of the phase. 6" 3+ 3+ 4 4 4 3 9 2+ RED SCORPIONS units within 6" of any friendly RED SCORPIONS ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a RED SCORPIONS INFANTRY model is destroyed within 6" of any friendly RED SCORPIONS ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. * 6+ * 6 7 14 * 8 3+ 24" Heavy 6 7 -3 1 - 24" Heavy 3 9 -3 3 If any hit rolls made for this weapon result in one or more results of a '1', the firing vehicle suffers D3 mortal wounds. Any wound roll of '6' made for this weapon automatically inflicts an additional mortal wound on the target. * 6+ * 6 7 14 * 8 3+ 24" Heavy 2D6 5 -2 1 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When targeting INFANTRY units, any wound rolls of 6 inflict a single mortal wound in addition to any other damage. When you shoot with this model's rotary missile launcher, you can choose to change its Type to Heavy 4D6, but if you do then you cannot fire this weapon again until after the end of your next turn. 6" * * 7 8 10 A 8 3+ 8" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. During deployment, you can set up this model along with any units embarked within it underground, instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a subterranean assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models. When this model arrives on the battlefield by performing a subterranean assault, enemy units within 12" suffer a single mortal wound. Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.