If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. The Command Benefit of each Imperial Knights Super-heavy Detachment is changed to 'None' if it does not contain at least 1 IMPERIAL KNIGHTS TITANIC unit, and is changed to '+6 Command Points' if it contains at least three IMPERIAL KNIGHTS TITANIC units.
Melee
Melee
+6
-3
6
-
Melee
Melee
x2
-4
6
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
36"
Heavy 12
6
-2
2
-
72"
Heavy D6
5
-1
2
This weapon can target units that are not visible to the bearer.
72"
Heavy 2D6
8
-2
D3
-
48"
Heavy 3
8
-2
D6
-
36"
Heavy D6
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 4
7
-1
2
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
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
*
*
*
8
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
*
*
*
8
8
24
5
9
3+
13-24+
12"
2+
3+
7-12
9"
3+
4+
1-6
6"
4+
5+
*
*
*
8
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
*
*
*
8
8
24
4
9
3+
1-6
6"
5+
5+
7-12
9"
4+
4+
13-24+
12"
3+
3+
*
*
*
8
8
27
4
9
3+
15-27+
14"
3+
3+
7-14
10"
4+
4+
1-6
7"
5+
5+
When resolving an attack made by this model against a Titanic unit, add 1 to the hit roll.
Melee
Melee
+6
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can reroll the wound roll.
9"
Heavy 1
12
-4
6
When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can reroll the wound roll.
36"
Heavy D6+4
14
-4
3
When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
36"
Heavy 4
8
-3
3
-
Melee
Melee
+6
-4
6
This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn.
Melee
Melee
x2
-4
6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
Melee
Melee
x2
-4
6
-
Melee
Melee
+6
-3
3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
18"
Heavy 2D6
7
-2
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
36"
Heavy 16
6
-2
2
-
18"
Heavy D3
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead
of 2.
60"
Heavy 2
8
-2
3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
48"
Heavy 6
7
-2
3
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
24"
Rapid Fire 2
7
-3
2
-
72"
Heavy 2D3
12
-3
6
-
9"
Assault 2D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
45"
Heavy 5
8
-3
D6
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
*
*
*
8
8
30
3
9
3+
16-30+
9"
4+
3+
8-15
6"
5+
4+
1-7
4"
6+
5+
*
*
*
8
8
27
4
9
3+
1-6
7"
5+
5+
7-14
10"
4+
4+
15-27+
14"
3+
3+
*
*
*
8
8
27
4
9
3+
1-6
7"
5+
5+
7-14
10"
4+
4+
15-27+
14"
3+
3+
*
*
*
8
8
27
4
9
3+
15-27+
14"
3+
3+
7-14
10"
4+
4+
1-6
7"
5+
5+
This model has a 5+ invulnerable save. This increases to a 4+ invulnerable save against attacks made with melee weapons. In addition, subtract 1 from hit rolls for attacks made with melee weapons by TITANIC units that target this model.
13-24+
12"
3+
3+
7-12
9"
4+
4+
*
*
*
8
8
24
4
9
3+
1-6
6"
5+
5+
*
*
*
8
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
*
*
*
6
7
12
4
8
3+
7-12+
14"
3+
3+
4-6
10"
4+
4+
1-3
7"
5+
5+
Melee
Melee
x2
-3
3
-
Melee
Melee
User
-2
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
30"
Assault D3
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.
*
*
*
8
8
24
4
9
3+
6"
3+
3+
3
3
4
3
9
4+
13-24+
12"
2+
2+
7-12
9"
3+
3+
1-6
6"
4+
4+
CANIS REX can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When CANIS REX Falls Back, it can move over enemy INFANTRY and SWARM models, though it must end its move more than 1" from any enemy units. In addition, CANIS REX can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, CANIS REX only gains a bonus to its save for being in cover if at least half of the model is obscured from the firer.
Roll a D6 each time a friendly IMPERIUM model flees whilst within 6" of CANIS REX; on a 6 that model does not flee.
If CANIS REX is reduced to 0 wounds but does not explode, set up Sir Hekhtur within 3" of it before CANIS REX is removed. He is treated as a passenger disembarking from a destroyed transport. Assuming he survives, Sir Hekhtur then uses his own profile above and his own keywords below and is armed with an Archotech Pistol. This unit is not considered to have been destroyed until Sir Hekhtur is slain.
CANIS REX has a 5+ invulnerable save against ranged weapons.
6
2D6"
D6
The inclusion of a FREEBLADE unit in an IMPERIAL KNIGHTS Detachment does not prevent other units in that Detachment from gaining a Household Tradition. However, FREEBLADE units can never themselves benefit from a Household Tradition.
*
*
*
6
7
12
4
8
3+
7-12+
14"
3+
3+
4-6
10"
4+
4+
1-3
7"
5+
5+
60"
Heavy 2D3
7
-1
3
Ignore the penalty to hit rolls for moving and firing this Heavy weapon.
36"
Heavy 3
6
0
1
-
36"
Heavy 2D6
6
-2
D3
-
18"
Heavy D6
12
-4
D6
-
*
*
*
8
8
28
4
9
3+
1-7
4"
6+
5+
8-14
7"
5+
4+
15-28+
10"
4+
3+
*
*
*
8
8
28
4
9
3+
15-28+
10"
4+
3+
8-14
7"
5+
4+
1-7
4"
6+
5+
48"
Heavy 2D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
48"
Heavy 2D6
7
-3
1
-
48"
Heavy 2D3
7
-1
D3
-
12"
Assault 2
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.
48"
Heavy 1
10
-4
D6
Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by this weapon.
80"
Heavy D6
14
-5
3D3
You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
12"
Heavy 1
16
-6
10
You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
18"
Heavy 3D6
7
-2
2
This weapon automatically hits its target.
*
*
*
8
8
24
4
9
+3
Re-roll hit rolls of 1 for friendly <HOUSEHOLD> ARMIGER CLASS units within 6" of this model.
13-24+
12"
3+
3+
7-12
9"
4+
4+
1-6
6"
5+
5+
Once per battle round, at the start of either your Shooting phase or Fight phase, you can choose a unit from your opponent's army that is within 24" of the bearer. Until the end of the phase, add 1 to hit rolls for attacks made by <HOUSEHOLD> ARMIGER CLASS models against that enemy unit whist they are within 6" of the bearer.
Roll a D6 at the start of your turn. On a 6 the bearer regains D3 lost wounds; on any other result it regains 1 lost wound.
48"
Heavy 2D6
8
-4
2
Replaces the bearer's Plasma Decimator.
48"
Heavy 2D6
9
-4
3
Replaces the bearer's Plasma Decimator. For each hit roll of 1, that bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Enemy units do not receive the bonus to their saving throws for cover against the bearer's ranged attacks.
72"
Heavy 2D6
9
-2
D3
Replaces the bearer's Rapid Fire Battle Cannon. When determining how many shots this weapon fires, roll 3D6 and discard the lowest result
Melee
Melee
+6
-4
6
Replaces the bearer's Reaper Chainsword. Each wound roll of 6 made for this weapon inflicts D3 mortal wounds on the target in addition ot the normal damage.
Each time the bearer completes a charge move, choose an enemy unit within 1" of it and roll a D6. On a 2+ that unit suffers D3 mortal wounds; on a 6 it suffers 3 mortal wounds instead.
Roll a D6 each time the bearer suffers a mortal wound in your opponent's psychic phase; on a 4+ the wound being rolled for is not lost.
48"
Heavy D6
9
-4
D6
Replaces the bearer's Thermal Cannon. Roll two dice when inflicting damage with this weapon and discard the lowest result.
Re-roll hit rolls of 1 in the Fight phase for House Raven models whist they are within 6" of the bearer.
Increase the damage characteristic of the bearer's weapons by 1 for attacks made against enemy units containing models with a Wounds characteristic of 10 or more. Increase the Damage characteristic by 2 instead for attacks made against TITANIC units.
18"
Heavy 3D6
7
-2
2
Replaces the bearer's Conflagration Cannon. This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
The opposing player must roll an extra D6 when taking a Morale test for a unit within 12" of the bearer and use the highest result.
Add 1 to hit rolls made for the wearer's attacks in the Fight phase.
60"
Heavy 6
7
-2
2
Replaces the bearer's Twin Icarus Autocannon. Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls for this weapon against all other targets.
60"
Heavy 3
8
-3
D6
Replaces the bearer's Stormspear Rocket Pod. You can re-roll failed hit rolls for this weapon.
Add 1 to the Leadership characteristic of friendly IMPERIUM units within 6" of the bearer. In addition, if the bearer is within range of an objective marker (as specified by the mission), it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal - in this case, however, the bearer counts as 10 models.
36"
Heavy 14
6
-2
2
Replaces the bearer's Avenger Gatling Cannon. Each unmodified hit roll of 6 made with this weapon causes 2 hits instead of 1.
The wearer's Knight has a Save characteristic of 2+
Melee
Melee
x2
-4
8
Replaces the bearer's Thunderstrike Gauntlet. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
Melee
Melee
+8
-4
6
Replaces the bearer's Reaper Chainsword. Re-roll hit rolls of 1 for this weapon. If the bearer has the Cold Fury Household Tradition, you can instead re-roll all failed hit rolls for this weapon.
The bearer has a 5+ invulnerable save against ranged and melee weapons.
At the end of your Movement phase, one IMPERIAL KNIGHTS VEHICLE from your army that is within 1" of this model can use the Forgeshrine's Auto-Sacristan. If it does so, it cannot shoot or charge this turn and its Attacks characteristic is reduced to 1, but you can then choose and resolve one of the following effects: Ritual of Repairing, Ritual of Reloading, Rite of Refueling. A vehicle can only use an Auto-Sacristan once per turn.
The vehicle regains D3 lost wounds. If there is a TECH-PRIEST, TECHMARINE or IRON PRIEST from your army on the Sacristan Forgeshrine, and they have not used their ability to repair another vehicle this turn, they can aid in the ritual of repairing instead of using that ability this turn; if they do so, the vehicle regains 3 lost wounds instead.
If the vehicle is equipped with shieldbreaker missiles, it regains all shieldbreaker missiles it fired previously in the battle. If it is not, or if it has its full complement of shieldbreaker missiles, choose one ranged weapon the vehicle is equipped with (not an Heirloom of the Noble Houses). The next time it is fired, it always makes the maximum number of attacks (e.g. a Heavy 2D6 weapon will fire 12 shots).
Until the end of your next Movement phase, increase the Move characteristic of the vehicle by 6".
After it is set up, a Sarcistan Forgeshrine is treated as a Sector Mechanicus terrain feature. It cannot move for any reason, is not treated as a friendly or enemy mode, and cannot be targeted or affected by any attacks or abilities.
Unless they can FLY, VEHICLES, MONSTERS, CAVALRY, and BIKERS can only be set up and end their moves on the ground floor of a Sector Mechanicus Structure. Unless they can FLY, INFANTRY, BEASTS, and SWARMS must scale ladders, girders, or walls to ascend or descend between different levels of a Sector Mechanicus structure. INFANTRY are also assumed to be able to traverse around girders, buttresses, and hanging chains, and so move through them without impediment.
INFANTRY units that are entirely on a Sector Mechanicus structure receive the bonus to their armour saves for being in cover (other units that are entirely on the structure only receive this bonus if at least 50% of every model is obscured from the point of view of the shooting unit).
If your army is Battle-forged, then before the battle you can give one FREEBLADE model in each Detachment Qualities and Burdens. To do so, first either choose a single Quality from the table below, or roll two D6 to randomly generate two Qualities from the table (duplicate results have no effect). After determining the model's Qualities, you must then either choose two different Burdens from the table below or roll one D6 to randomly generate a Burden.
If a Freeblade from your army has any Burdens, roll 2D6 for them at the start of each of your turns, subtracting 1 from the result if the Freeblade has the Exiled in Shame burden. If the result is less than that Freeblade's Leadership characteristic, their Burdens do not apply that turn. If the result equals or exceeds their Leadership characteristic, then their Burdens apply until the start of your next turn.
Melee
Melee
x2
-4
2D6
When attacking with this weapon, you must subtract 1 from the hit roll. Treat any damage roll less than 6 made with this weapon as 6 instead. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
15"
Pistol 1
5
-2
2
-
16-30+
9"
4+
3+
*
*
*
8
8
30
3
9
3+
8-15
6"
5+
4+
1-7
4"
6+
5+
45"
Heavy 4
6
0
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
36"
Heavy 5
6
-1
2
Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.
60"
Heavy 3D3
5
-1
1
This weapon can target units that are not visible to the bearer. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to their saving throws.
48-72"
Heavy 2D3
16
-3
6
-
0-24"
Heavy 2D3
12
-1
2
-
24-48"
Heavy 2D3
14
-2
4
-
*
*
*
6
7
12
4
8
3+
7-12+
14"
3+
3+
4-6
10"
4+
4+
1-3
7"
5+
5+
This model does not suffer the penalty for moving and firing Heavy weapons.
Whilst this model is within 6" of any friendly <HOUSEHOLD> TITANIC models, it can perform a Heroic Intervention as if it were a CHARACTER. When doing so, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
24"
Heavy D6
6
-3
2
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 4 instead of 2.
36"
Heavy 6
6
-2
1
An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target.
36-54"
Heavy D3
10
-2
4
-
18-36"
Heavy D3
8
-1
3
-
0-18"
Heavy D3
6
0
2
-
9"
Assault D6
2
0
3
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
Melee
Melee
x2
-3
D6
When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack.
18"
Heavy 6
6
-1
D3
-
6+
2D6"
D6
This model has a 5+ invulnerable save against attacks made with ranged weapons.
This model can shoot and charge in a turn in which it Fell Back. When this model Falls Back, it can move across enemy INFANTRY models and SWARM models as if they were not there, though it must end its move more than 1" away from all enemy models. This model does not suffer the penalty for moving and firing Heavy weapons. This model does not receive the benefit of cover to its saving throws unless at least half of the model is obscured from the point of view of the model making the attack.
This model has a 5+ invulnerable save.
When resolving an attack made with this model, the target cannot receive the benefit of cover to its saving throw.
6+
6"
D3
Reduce all damage suffered by your Warlord in the Fight phase by 1 (to a minimum of 1).
Immediately after your Warlord completes a charge move, choose one enemy unit within 1" and roll a D6: on a 4+ that unit suffers D3 mortal wounds.
At the start of the first battle round, but before the first turn begins, select one unit in your opponent's army. Add 1 to hit rolls made for your Warlord against that unit.
Re-roll hit rolls of 1 for your Warlord.
Once per battle, you can re-roll one hit roll, wound roll, damage roll, or saving throw made for your Warlord. In addition, if your army is Battle-forged, you gain an additional Command Point.
Each time you make a wound roll of 6+ for your Warlord in the Shooting phase, the AP characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1).
Chose one weapon (not an Heirloom of the Noble Houses) that your Warlord is equipped with. Each time you make an unmodified wound roll of 6 for that weapon, the target suffers a mortal wound in addition to the normal damage.
Wound rolls of 1, 2, or 3 made for attacks against your Warlord always fail, even if the attack has a Strength characteristic higher than your Warlord's Toughness characteristic.
Add 1 to your Warlord's Attacks characteristic.
Your Warlord has a 4+ invulnerable save against ranged weapons.
You can re-roll failed charge rolls for your Warlord.
Add 1 to saving throws made for your Warlord against attacks that have an AP characteristic of -1 (this does not affect invulnerable saving throws).
Subtract 1 from hit rolls for attacks that target your Warlord at a range of more than 18".
Enemy units must subtract 1 from their Leadership characteristic whilst they are within 12" of your Warlord. Whilst they are within 6" of your Warlord, subtract 2 from their Leadership instead.
Re-roll hit rolls of 1 for a model with this Household Tradition whenever you are resolving an attack with a ranged weapon that is targeting the closest enemy unit.
Roll a dice each time a model with this Household Tradition loses a wound, unless that wound was lost as the result of a mortal wound; on a 6 the wound being rolled for is not lost.
Models with this Household Tradition do not suffer the penalties to their hit rolls for Advancing and firing Assault weapons. Furthermore, during a turn in which a unit with this Household Tradition Advances, all of its Heavy weapons are treated as Assault weapons (e.g. a Heavy 3 weapon is treated as an Assault 3 weapon).
You can re-roll failed hit rolls in the Fight phase for a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention. In addition, you can re-roll all failed hit rolls in the Fight phase for a model with this Household Tradition against TITANIC Units.
Add 1 to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention.
Add 1 to the Attacks characteristic of a model with this Household Tradition during any turn in which it charged or performed a Heroic Intervention. In addition, a model with this Household Tradition can perform Heroic Interventions as if it were a CHARACTER.
Re-roll wound rolls of 1 in the Fight phase for attacks made by models with this Household Tradition against units which only contain models with a Wounds characteristic of 12 or less.
Models with this Household Tradition double the number of wounds they have remaining for the purposes of determining what characteristics to use on their damage table.
When determining the distance that a unit with this Household Tradition Advances or charges, roll an additional D6 and discard the lowest result.
Add 1 to this Freeblade's Wounds and Leadership characteristics
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, charge roll, or saving throw for this Freeblade.
When this Quality is chosen or generated, roll a D6: on a 1-3 add 2" to this Freeblade's Move characteristic; on a 4-5 improve its Weapon Skill characteristic by 1 (e.g. WS3+ becomes WS2+); on a 6 improve its Ballistic Skill characteristic by 1 (e.g. BS3+ becomes BS2+).
Whilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+.
This Freeblade can perform Heroic Interventions as if it were a CHARACTER, it can do so if any enemy units are within 6" of it at the end of the enemy's charge phase, and can move up to 6" when doing so.
Whilst this Burden applies, halve the number of wounds the Freeblade has remaining for the purposes of determining what characteristics to use on their damage table.
Whilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and - unless it is already within 1" of an enemy unit - it must declare a charge against every enemy unit within 12" of it in your Charge phase.
Whilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase.
Whilst this Burden applies, re-roll hit rolls of 6 for the Freeblade.
Whilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade).
Re-roll hit rolls of 1 for this Freeblade when it targets the enemy Warlord. If this freeblade is within range of an objective marker (as specified in the mission) it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Re-roll hit rolls of 1 for the Freeblade's attacks against units containing 10 or more models.
6+
2D6"/3D6"
D6
If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.
Add 2 to all Advance and charge rolls made for friendly <HOUSEHOLD> units within 6" of your Warlord.
5+
2D6"
D6
When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.
At the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.
Add 1 to Advance and Charge rolls made for a model with this Questor Allegiance Oath. This is not cumulative with any otehr modifiers (e.g. Landstrider)
Add 2 to this Warlord's Wounds characteristic.
When determining the number of attacks this Warlord makes with a weapon that has a random number of attacks (e.g. Heavy D6), roll one additional dice and discard one of the dice.
This Warlord always fights first in the Fight phase, even if it did not 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.
When resolving an attack made with a ranged weapon by this Warlord (excluding Overwatch), an unmodified hit roll of 4+ is always successful.
When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll. Whilst an enemy unit is within 1" of this Warlord, subtract 1 from the Attacks characteristic of each VEHICLE or MONSTER model in that unit.
This Warlord can perform a Heroic Intervention if there are any enemy units with 6" instead of 3", and when doing so can move up to 6" instead of 3".
When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single dice when determining damage as a result of those attacks.
Models with this tradition do not suffer the penalties to their hit rolls for Advancing and shooting Assault weapons.
Add 1" to the Move characteristic of a model with this tradition and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left.
An ARMIGER CLASS model with this tradition can either shoot or charge in a turn in which it Fell Back. If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll.
When resolving an attack made by a model with this tradition that is subject to any negative hit roll modifiers, add 1 to the hit roll.
When resolving an attack made with a ranged weapon by a model with this tradition against a unit within 12", improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
When resolving an attack made by a model with this tradition against a PSYKER or DAEMON unit, re-roll a wound roll of 1.
Whilst a model with this tradition is within 1" of any enemy units that contain 11 or more models, increase its Attacks characteristic by 1.
When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this tradition, an unmodified hit roll of 6 scores 1 additional hit.
Add 1 to the Wounds characteristic of ARMIGER CLASS models with this tradition. Add 2 to the Wounds characteristic of all other models with this tradition.
If a model with this tradition makes a charge move, is charged or performs a Heroic Intervention, the Armour Penetration characteristic of melee weapons that model is equipped with (excluding titanic feet) is improved by 1 until the end of the turn (e.g. AP 0 becomes AP -1).
When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model with this tradition, that weapon is treated as having an Armour Penetration characteristic of 0.
Whilst a model with this tradition has lost half or more of its wounds, increase its Attacks characteristic by 1. When resolving an attack made with a melee weapon by a model with this tradition that has lost half or more of its wounds, add 1 to the hit roll.
When resolving an attack made with a ranged weapon by a model with this tradition, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with a melee weapon (excluding titanic feet) by a model with this tradition against a VEHICLE or MONSTER unit, add 1 to the hit roll.
When a model with this tradition fires Overwatch or is chosen to shoot with, you can re-roll a single dice when determining the number of attacks that model makes when attacking with a weapon that has a random number of attacks (e.g. Heavy D6).
When resolving an attack made with a ranged weapon against a model with this tradition by a model that is more than 24" away, it is treated as having the benefit of cover to it's saving throw.
When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model.
Add 6" to the maximum Range characteristic of ranged weapons a model with this tradition is equipped with that have an unmodified Range characteristic of 24" or more. Add 2" to the maximum Range characteristic of all other ranged weapons a model with this tradition is equipped with.
When a model with this tradition would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.