This model can transport 12 <LEGION> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or CULT OF DESTRUCTION models
If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. 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 as normal.
Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
If your army is Battle-forged, all Troops units in Renegade Chapter Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. 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 as normal.
If your army is Battle-forged, all Troops units in BLACK LEGION Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. 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 as normal.
If your army is Battle-forged, all Troops units in CREATIONS OF BILE Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.
6"
2+
2+
5
5
8
6
10
2+
Abaddon the Despoiler has a 4+ invulnerable save. In addition, all damage suffered by Abaddon the Despoiler is halved (rounding up).
You can re-roll hit rolls for friendly BLACK LEGION units while they are within 6" of Abaddon the Despoiler.
Friendly HERETIC ASTARTES units automatically pass Morale tests while they are within 12" of Abaddon the Despoiler.
If your army is Battle-forged and Abaddon is your Warlord, you receive 2 additional Command Points.
Melee
Melee
+1
-3
3
Roll a D6 each time the bearer fights. On a 1 they suffer 1 mortal wound and cannot use this weapon further during this phase. On a 2+ they can make that many additional attacks with this weapon.
Melee
Melee
x2
-4
D3
-
24"
Rapid Fire 2
4
-1
D3
-
CHAOS CULTIST units do not gain a Legion Trait.
6"
4+
4+
3
3
1
1
5
6+
6"
4+
4+
3
3
1
2
6
6+
*
6+
*
8
8
16
*
9
2+
-
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 10 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
6"
2+
2+
4
4
5
4
9
3+
*
6+
*
6
7
11
*
8
3+
-
M
BS
A
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
48"
Heavy 2D3
7
-1
3
-
5"
3+
3+
4
4
2
2
8
2+
5"
3+
3+
4
4
2
3
9
2+
*
6+
*
6
8
11
*
8
3+
-
M
BS
A
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
24"
Heavy D6
10
-3
D6
-
8"
2+
2+
7
6
8
4
10
3+
6"
2+
3+
4
4
4
3
9
3+
Friendly <LEGION> units within 6" of this model in the Morale phase can use this model's Leadership instead of their own.
This model can chant prayers. It knows the Dark Zealotry prayer and one Prayer from the Prayers to the Dark Gods. At the start of each battle round, you can pick one of the prayers this model knows and roll a D6. On a 3+, the prayer is heard. That prayer takes effect until the end of that battle round. The same prayer cannot be chanted more than once per battle round by any model in your army, whether it is heard or not.
This model knows one additional prayer from the Prayers to the Dark Gods (see Codex: Chaos Space Marines), and can chant one additional prayer at the start of the battle round.
*
4+
*
8
7
14
*
8
3+
-
M
BS
A
8-14+
8"
4+
4
4-7
6"
5+
3
1-3
4"
5+
2
Melee
Melee
x2
-3
D6
-
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
6"
2+
3+
4
4
5
4
9
3+
When Fabius Bile would lose a wound, roll one D6; on a 5+ that wound is not lost. In addition, at the start of each of your turns Fabius Bile regains D3 lost wounds.
At the end of your Movement phase, you can select one HERETIC ASTARTES INFANTRY unit from your army that is not a CHARACTER that is wholly within 6" of this unit. You cannot select a unit that has already been affected by this ability in this battle. If you do so, roll one D6; on a 1, one model from the selected unit is destroyed. Then, roll one D3 and consult the table below:
Add 1 to the Strength characteristic of models in that unit until the end of the battle.
Add 1 to the Toughness characteristic of models in that unit until the end of the battle.
Add 1 to the Attacks characteristic of models in that unit until the end of the battle.
Melee
Melee
+1
-1
D3
When resolving an attack made with this weapon against a VEHICLE unit, it has a Damage characteristic of 1.
18"
Pistol 3
2
-2
2
Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit.
Melee
Melee
4
-2
1
When the bearer fights it can make 3 additional attacks with this weapon.
6"
5+
5+
3
4
1
1
6
6+
If Fabius Bile is accompanied by a Surgeon Acolyte, after rolling the D3 for the Enhanced Warriors ability, you can add or subtract 1 to that roll result (e.g. a D3 roll result of 3 could be a roll result of 2 or 3). If a Surgeon Acolyte is destroyed, it is ignored for the purposes of Morale tests.
*
4+
*
6
7
12
*
8
3+
-
M
BS
A
7-12+
8"
4+
4
4-6
6"
5+
3
1-3
4"
6+
2
36"
Heavy 4
8
-1
2
-
Melee
Melee
User
-1
2
-
*
*
4+
7
7
12
*
8
3+
M
WS
A
7-12
30"
3+
4
4-6
20"
4+
3
1-3
10"
5+
2
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon's hit roll.
6"
2+
2+
4
4
5
5
9
3+
6"
6+
-
2
4
1
1
9
3+
1
1
Smite and 1 power from the Dark Hereticus discipline
You can re-roll hit rolls of 1 for friendly RED CORSAIRS units within 6" of Huron Blackheart.
After Huron Blackheart has manifested a psychic power, his Hamadrya can lend him additional power if it is still alive. When it does so, Huron Blackheart can immediately attempt to manifest an additional psychic power.
If your army is Battle-forged and Huron Blackheart is your Warlord, you receive 1 additional Command Point.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
9"
Assault D6
5
-1
1
This weapon automatically hits its target.
6"
2+
2+
5
4
5
6
9
3+
You can re-roll failed hit rolls made for friendly WORLD EATERS units within 1" of Kharn the Betrayer.
You cannot re-roll or modify hit rolls of 1 made for Kharn the Betrayer in the Fight phase. Instead, those attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there is more than one. If there are no friendly units within 1" of Kharn, the hits are discarded.
Melee
Melee
+1
-4
D3
This weapon always hits on a roll of 2+, regardless of any modifiers.
12"
Pistol 1
8
-3
2
Each time you roll a hit roll of 1 when firing this weapon, the bearer suffers a mortal wound.
6"
3+
3+
5
4
1
2
7
3+
The Battlefield Role of WORLD EATERS Khorne Berzerkers is Troops instead of Elites.
6"
3+
3+
5
4
1
3
8
3+
*
3+
3+
*
8
28
*
8
3+
-
M
S
A
14-28+
10"
10
4
7-13
7"
8
6
1-6
4"
5
8
A Khorne Lord of Skulls can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case it can shoot the enemy unit that is within 1" of it, or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, a Khorne Lord of Skulls can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Khorne Lord of Skulls only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Melee
Melee
x2
-4
6
-
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
18"
Heavy D6
User
-2
2
This weapon automatically hits its target. When attacking units with 10 or more models, change this weapon's Type to Heavy 2D6.
48"
Heavy D6
7
-4
D3
-
18"
Heavy D6
User
-2
3
This weapon automatically hits its target.
48"
Heavy 12
8
-2
2
-
60"
Heavy D6
9
-3
D3
When attacking units with 10 or more models, change this weapon's type to Heavy 2D6
6"
2+
2+
4
4
5
5
9
3+
You can re-roll all hit rolls of 1 made for friendly EMPEROR'S CHILDREN units within 6" of this model.
Lucius the Eternal has a 5+ invulnerable save. Whenever you make a successful saving throw for Lucius in the Fight phase, roll a D6. On a roll of 4+, the unit that made the attack suffers a mortal wound after all of its attacks have been made.
If Lucius the Eternal directs all of his attacks against a single enemy Character, roll an extra 2 attacks. These extra attacks must also be directed at that character.
6"
Assault 2
User
-1
2
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Melee
Melee
User
-3
2
-
*
4+
4+
*
7
12
*
8
3+
-
M
S
A
7-12+
10"
6
4
4-6
8"
5
3
1-3
6"
4
2
Melee
Melee
x2
-3
3
-
6"
Pistol 1
8
-4
3
-
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
When a unit of Mutilators is chosen to fight, roll three D3, one after the other. For that fight, the first roll is added to the Mutilator's Strength for the unit's attacks, the second roll is the AP for the unit's attacks, and the third roll is the Damage for the unit's attacks. For example, if the rolls were a 1, followed by a 3, followed by a 2, then all of the unit's attacks for that fight would have Strength of +1, an AP of -3, and a Damage of 2.
4"
3+
3+
5
4
3
3
8
2+
Melee
Melee
+D3
-D3
D3
See above
Each time this unit is chosen to attack with fleshmetal guns, roll three D3, one after the other, to determine the characteristics of the unit’s fleshmetal guns when resolving those attacks. The first roll is added to 6 to determine the Strength, the second roll is the AP, and the third roll is the Damage. For example, if the rolls were a 1, followed by a 3, followed by a 2, then the unit's attacks would have a Strength of 7, an AP of -3 and a Damage of 2.
4"
3+
3+
5
5
4
3
8
2+
24"
Assault 6
6+D3
-D3
D3
See above
Melee
Melee
+1
-1
D3
-
5"
3+
3+
4
5
1
1
7
3+
A Plague Marine equipped with two plague knives, a plague knife and a bubotic axe, or a mace of contagion and bubotic axe, has an Attacks characteristic of 2 instead of 1.
5"
3+
3+
4
5
1
2
8
3+
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
9"
Assault D6
4
0
1
This weapon automatically hits its target. You can re-roll wounds rolls of 1 for this weapon.
9"
Heavy D6
5
-1
1
This weapon automatically hits its target. You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
+2
-1
3
When attacking with this weapon, you must subtract 1 from the hit roll. You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll. You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
+2
-2
2
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon, instead of only one. Excess damage from this weapon is not lost; instead keep allocating damage to another model in the unit until either all the damage has been allocated or the target is destroyed.
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Warpflame Strike to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against units in the same turn that they arrived by warpflame strike.
12"
3+
3+
4
4
1
1
8
3+
12"
3+
3+
4
4
1
2
8
3+
6"
3+
2+
4
4
4
3
9
2+
Enemy units that are within 6" of any units with an Icon of Despair must subtract 1 from their Leadership.
5"
2+
2+
4
4
6
4
9
2+
14"
2+
2+
4
5
6
4
9
3+
12"
2+
2+
4
4
5
4
9
3+
You can re-roll all hit rolls of 1 made for friendly TZEENTCH <LEGION> units within 6" of this model.
Melee
Melee
4
0
1
After this model makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
8"
2+
2+
5
5
6
4
9
3+
The sheer impact of a Juggernaut charge can crush enemies into a paste. Add 2 to the Strength of the Juggernaut's Bladed Horn attack if it charged in the same turn.
You can re-roll hit rolls of 1 made for friendly KHORNE <LEGION> units within 6" of this model.
Melee
Melee
5
-1
1
After this model makes its close combat attacks, you can attack with its mount. Make 3 additional attacks using this weapons profile.
5"
2+
2+
4
5
6
4
9
3+
You can re-roll all hit rolls of 1 made for friendly NURGLE <LEGION> units within 6" of this model.
Melee
Melee
2
0
1
After this model makes its close combat attacks, you can attack with its mount. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
12"
2+
2+
4
4
6
5
9
3+
You can re-roll all hit rolls of 1 made for friendly Slaanesh (Legion) units within 6" of this model.
Melee
Melee
4
0
1
After this model makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
12"
2+
2+
4
4
5
4
9
3+
5"
3+
3+
4
4
5
3
9
2+
2
1
Smite and 2 powers from the Dark Hereticus discipline
14"
3+
3+
4
5
5
3
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
12"
3+
3+
4
4
4
3
9
3+
This model has a 5+ invulnerable save.
2
1
Smite and 2 powers from the Dark Hereticus discipline
Melee
Melee
4
0
1
After this model makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
5"
3+
3+
4
5
6
3
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
Melee
Melee
2
0
1
After this model makes its close combat attacks, you can attack with its mount. Make D6 additional attacks using this weapon profile. You can re-roll wound rolls of 1 for these attacks.
12"
3+
3+
4
4
5
4
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
Melee
Melee
4
0
1
After this model makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
12"
3+
3+
4
4
4
3
9
3+
2
1
Smite and 2 powers from the Dark Hereticus discipline
If a unit has an Icon of Excess, its Death to the False Emperor ability takes efffect on any hit rolls of 5+, rather than 6+.
At the start of your Psychic phase, roll a D6 for each unit with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
Add 1 to the Leadership of all models in a unit that has an Icon of Vengeance.
You can re-roll charge rolls for units with an Icon of Wrath.
Melee
Melee
User
-2
3
-
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-2
2
Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
24"
Assault 2
4
-1
2
-
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
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
3
9
3+
Melee
Melee
+1
-1
1
-
7"
3+
3+
5
4
2
*
8
3+
Roll a D3 when a unit of Possessed is selected to attack in the Fight phase. The result is the Attacks characteristic of each model in the unit.
Melee
Melee
User
-2
1
8"
3+
3+
6
7
8
4
8
3+
At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there are no enemies within 1", or a piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Add 1 to this model's Attacks characteristic if it is equipped with two melee weapons. This extra attack has been added to its profile.
36"
Heavy D3
8
-3
2
For each hit roll of 1, the Helbrute suffers a mortal wound after all of this weapon's shots have been resolved.
*
6+
*
6
7
10
*
8
3+
-
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack
Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
6"
3+
3+
4
5
1
1
7
3+
This unit can move and fire Heavy weapons without suffering the penalty to their hit rolls.
6"
3+
3+
4
5
1
2
8
3+
24"
Rapid Fire 1
4
0
1
-
Each time a model in this unit is slain, it is driven to make one last attack before succumbing to its injuries. Do not remove the slain model yet - after the attacking unit has finished making all its attacks, the slain model can shoot with one of its ranged weapons as if it were your Shooting phase. The slain model is then removed as a casualty as normal.
6"
3+
3+
4
4
1
2
7
3+
The Battlefield Role of EMPEROR'S CHILDREN Noise Marines is Troops instead of Elites.
6"
3+
3+
4
4
1
3
8
3+
24"
Assault 3
4
0
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
48"
Heavy D3
8
-2
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
36"
Assault D6
4
-1
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
All models in this unit have a 5+ invulnerable save.
5"
3+
3+
4
4
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
1
1
Smite
When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, or D3 mortal wounds instead of D6 if the Psychic test is more than 10.
5
18"
If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead.
12"
Pistol 1
4
-2
1
-
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
24"
Rapid Fire 1
4
-2
1
-
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
24"
Heavy 4
5
-3
1
-
Enemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
You can re-roll failed wound rolls for this unit until the end of the Fight phase.
7"
4+
-
5
5
4
D6
9
5+
Melee
Melee
User
-2
2
-
14"
3+
3+
4
5
2
1
7
3+
14"
3+
3+
4
5
2
2
8
3+
Units within 1" of any enemy Raptors must subtract 1 from their Leadership characteristic.
During deployment, you can set up this unit high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a Raptor strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
12"
3+
3+
4
4
1
1
7
3+
12"
3+
3+
4
4
1
2
8
3+
0
-
5+
0
10
20
0
6
4+
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.
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 may choose which is targeted.
10 models embarked in this model can shoot in their Shooting phase, measuring and drawing line of sight from any point on this model. They can do this even if enemy models are within 1" of this model.
If this model is reduced to 0 wounds, before removing the model from the battlefield* and before any models disembark roll a D6; on a 6 its magazine explodes, and each unit within 2D6" suffers D3 mortal wounds. *If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface), then regardless of whether its magazine explodes or not, it is wrecked - from that point on, models can no longer embark inside it, it can no longer shoot, etc.
This model can transport any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
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+.
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.
8"
Assault D6
5
-2
1
This weapon automatically hits its target. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
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.
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 within 6" of the character and more than 1" from any enemy models before they are removed as a casualty.
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.
6
18"
If manifested, select a visible TZEENTCH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.
6
18"
If manifested, select a visible NURGLE HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit.
6
18"
If manifested, select a visible SLAANESH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time that unit suffers a wound; on a 5+, it does not lose that wound.
Melee
Melee
+3
-3
D3
You cannot re-roll or modify to hit rolls of 1 for attacks made with the Axe of Blind Fury. Instead, these attacks automatically hit a friendly unit within 1". Randomly determine which unit is hit if there is more than 1. If there are no friendly units within 1", the hit is ignored.
Models with a power axe only. The Axe of Blind Fury replaces the bearer's power axe.
The bearer of the Eye of Tzeentch adds 1 to their Psychic test when attempting to manifest the Smite power.
Add 1 to the bearer's Strength and Attacks characteristics.
Melee
Melee
User
-2
D3
This weapon wound on a 2+, unless the target is a VEHICLE, in which case roll to wound as normal.
Models with a power sword only. Puscleaver replaces the bearer's power sword.
The bearer of the Talisman of Burning Blood can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
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.
The Bearer can unleash the power of the Eye of Night once per battle, in their Shooting phase, instead of firing any other weapons. When they do so, select a visible VEHICLE unit and roll a D6; on a 2+, that unit suffers D3 mortal wounds.
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
+2
-2
3
Re-roll all failed wound rolls for this weapon when targeting an IMPERIUM unit.
Models with a power maul or accursed crozius only. The Cursed Crozius replaces the bearer's power maul or accursed crozius.
The bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns.
The bearer of the Brass Collar of Borghaster can attempt to deny one psychic power in each enemy Psychic phase. If this model makes a successful Deny the Witch test, the psyker that was attempting to manifest the power immediately suffers Perils of the Warp.
Melee
Melee
+1
-2
2
Each time the bearer fights, it can make D3 additional attacks with this weapon.
Models with a chainsword only. The Blade of the Hydra replaces the bearer's chainsword.
Melee
Melee
+1
-3
D3
Increase the wielder's Attacks characteristic by 1. In addition, you can re-roll failed wound rolls for this weapon.
Models with two lightning claws only. The Claws of the Black Hunt replaces both of the bearer's lightning claws.
6"
Assault D6
User
-1
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. If an enemy CHARACTER model is wounded by Blissgiver but not slain, roll a D6 at the end of the phase, on a 6, they suffer D3 mortal wounds.
Models with a bolt pistol only. Blissgiver replaces the bearer's bolt pistol.
6"
2+
3+
4
4
4
4
8
3+
You can re-roll failed wound rolls in the Fight phase for friendly <LEGION> units that are within 6" of an Exalted Champion.
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
Melee
Melee
User
-3
1
Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2 instead of 1.
6"
2+
3+
4
4
4
4
8
3+
You can re-roll failed wound rolls in the Fight phase for friendly CRIMSON SLAUGHTER units that are within 6" of Vrosh Tattersoul.
6"
2+
2+
4
4
5
4
9
3+
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
3
9
3+
Melee
Melee
x2
-3
3
-
6"
3+
2+
5
5
5
3
9
2+
Melee
Melee
+1
-3
2
-
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict mortal wounds. If any hit roll made in a given phase with this weapon results in a score of a '1', then the firing unit suffers one mortal wound at the end of the phase.
8"
Assault 1
8
-4
3
Add 1 to wound rolls made for this weapon if the target is a VEHICLE.
8"
3+
2+
5
5
6
3
9
2+
When taking up spaces within a TRANSPORT, this model takes up three spaces, rather than one.
This model has a 5+ invulnerable save.
This model can only Advance D3", but ignores the -1 penalty to its hit rolls for moving and firing a Heavy weapon.
Melee
Melee
+1
-3
2
-
15"
heavy 2
6
-3
D6
Each time you make a wound roll of 6+ for this weapon, the weapon scores an additional automatic hit at the weapon's normal profile which is resolved after the initial attacks for the weapon on the same unit. These additional hits do not themselves generate more additional hits.
6"
2+
2+
4
4
5
5
9
3+
This model has a 5+ invulnerable save. In addition, subtract 1 from all hit rolls made against it in the Shooting phase.
You may add 1 to Advance and Charge rolls for any friendly THE FAITHLESS units within 6" of this model.
In games where Stratagems are being used, if Arkos is your warlord you gain +1 CP at the start of the game.
During deployment, Lord Arkos can be set up anywhere on the battlefield that is not within your opponent's deployment zone and is more than 12" from any enemy unit.
Melee
Melee
User
-2
3
Add 1 to all wound rolls for this weapon against any target that is not a Vehicle.
5"
2+
2+
5
4
7
5
9
2+
Such is the fear engendered by Zhufor that enemy units within 6" must add 1 to the result of any Morale tests they make.
You can re-roll hit rolls of 1 for friendly SKULLTAKERS units within 6" of this model.
Zhufor the Impaler may attempt to deny one psychic power a turn in each enemy Psychic phase.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
24"
Rapid Fire 2
4
-1
1
-
Melee
Melee
User
-2
2
When targeting a CHARACTER model, every wound roll of 6+ inflicts becomes AP -4 and Damage 3. Roll saves for these wounds separately.
12"
2+
2+
4
4
5
5
9
3+
During deployment, you can set up this unit high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a Raptor strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
You can re-roll hit rolls for attacks made with melee weapons used by friendly RAPTOR units within 6" of this model.
Enemy units within 18" of this model must subtract 1 from their Leadership characteristic.
Each time an enemy CHARACTER is slain by an attack made by this model, add 1 to this model’s Attacks characteristic.
12"
Assault 1
+1
-3
D3
-
6"
2+
2+
4
4
5
4
9
3+
Re-roll hit rolls of 1 for friendly BLACK LEGION and friendly SERVANTS OF THE ABYSS units within 6" of Obsidius Mallex.
Obsidius Mallex has a 4+ invulnerable save.
Melee
Melee
x2
-3
3
When attacking with this weapon, subtract 1 from the hit roll.
This model has a 5+ invulnerable save.
PSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability.
2
1
Smite and two powers from the Malefic Discipline
6"
3+
3+
4
4
4
3
9
3+
*
4+
4+
*
7
10
*
8
3+
At the beginning of each of your turns, this model regains 1 lost wound. In addition, at the end of each Fight phase in which this model destroyed any enemy models, this model regains one lost wound.
Add 1 to the result of any Daemonic Ritual summoning rolls made for <LEGION> MASTERS OF POSSESSION whilst they are within 6" of any friendly <LEGION> VENOMCRAWLERS.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds.
-
M
S
A
6-10+
10"
6
4
3-5
8"
5
3
1-2
6"
4
2
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Melee
Melee
+2
-3
3
-
36"
Assault D3
+2
-2
D3
-
The first time this unit is set up, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Greater Possessed is treated as a separate unit.
Add 1 to the Strength characteristic of <MARK OF CHAOS> <LEGION> DAEMON units whilst they are within 6" of any friendly units with this ability.
7"
2+
3+
5
5
5
5
8
3+
Melee
Melee
User
-2
D3
-
7
N/A
If manifested, the psyker can immediately summon attempt to summon a unit of DAEMONS to the battlefield using the Daemonic Ritual ability as if it were the Movement phase. When doing so, roll up to 4 dice instead of up to 3. The psyker will not suffer any mortal wounds as a result of doubles or triples being rolled for this Daemonic Ritual.
4
2"
If manifested, choose any model within 2" of the psyker; that model suffers a mortal wound. Then, choose a friendly <LEGION> DAEMON model within 18" of the psyker. That model regains D3 lost wounds. If that <LEGION> DAEMON model is a DAEMON ENGINE and the model you chose to inflict the mortal wound on was a friendly <LEGION> WARPSMITH, the DAEMON ENGINE regains 3 lost wounds instead.
7
18"
If manifested, select a friendly CHAOS SPAWN, <LEGION> POSSESSED, or <LEGION> CULT OF DESTRUCTION unit within 18" of the psyker. Until the start of your next Psychic phase, that unit will gain a bonus depending on what unit it is, as below: 1. You can re-roll the dice when rolling for that Chaos Spawn's Mutated Beyond Reason ability. 2. You can re-roll the dice when rolling for the Attacks characteristic of that unit of Possessed due to its Writhing Tentacles ability. 3. You can re-roll one of the dice when rolling for the Strength, AP and Damage characteristics of that Cult of Destruction unit's weapons due to its Fleshmetal Guns or Fleshmetal Weapons ability.
5
Melee
If manifested, then until the start of your next Psychic phase, the Armour Penetration characteristic of the psyker's melee weapon is improved by 2 (e.g. an AP of -1 becomes -3). Furthermore, until the start of your next Psychic phase, each time the psyker destroys an enemy INFANTRY CHARACTER in the Fight phase, you can add a Chaos Spawn model to your army. If the destroyed model was ADEPTUS ASTARTES or HERETIC ASTARTES, you can instead add a Greater Possessed model to your army. If a new model is added to your army, set it up within 6" of the psyker and more than 1" from any enemy models. In addition, each time the psyker destroys an enemy VEHICLE model in the Fight phase that could explode, it automatically explodes; no dice roll is made and any mortal wounds suffered by the psyker in the resulting explosion are ignored.
7
N/A
If manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker.
6
N/A
If manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are within 6" of this psyker.
Chaos units have a 5+ invulnerable save while they are wholly within 6" of this model. In addition, you can re-roll Psychic tests for CHAOS PSYKERS while they are within 6" of this model. At the start of the seond and third battle rounds, the range of both of these aura abilities is increased by 3" (i.e. it is 9" in the second battle round, and 12" in the third and subsequent battle rounds).
-
-
4+
-
8
14
-
-
3+
PSYKERS attempting to manifest powers within 24" of this model will suffer Perils of the Warp on any double result rolled for the Psychic test, rather than only double 1 or double 6. CHAOS PSYKERS are not affected by this ability.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, each unit within D6" of this model suffers D6 mortal wounds.
6"
Pistol D6
7
-2
2
-
24"
Rapid Fire 2
5
-2
2
This weapon has a Damage characteristic of 3 if the target has the IMPERIUM keyword.
Models with a combi-bolter only. Angelsbane replaces the bearer's combi-bolter.
If this prayer is heard, friendly <LEGION> models have a 5+ invulnerable save while they are within 6" of this priest.
If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to wound rolls for attacks made with melee weapons by models in that unit.
If this prayer is heard, you can re-roll hit rolls in the Fight phase for attacks made by friendly <LEGION> units while they are witihn 6" of this priest.
If this prayer is heard, add 3 to this priest's Attacks characteristic. In addition, if this prayer is heard, this priest's melee weapons have an Armour Penetration characteristic of -4.
Once per Fight phase, you can re-roll one hit roll, wound roll or damage roll for an attack made by this model that targets a CHARACTER.
After the enemy has completed all of their charge moves, this model can perform a Heroic Intervention if it is within 3" of any enemy models, or 6" of any enemy CHARACTERS. If this model is within 6" of any enemy CHARACTERS, it can move up to 6" when performing a Heroic Intervention instead of 3" as long as it finishes this move within 1" of the nearest enemy CHARACTER.
6"
2+
3+
4
4
4
5
9
3+
Melee
Melee
x2
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.
RED CORSAIRS model with combi-melta only. Maelstrom's Bite replaces the model's combi-melta.
24"
Rapid Fire 3
4
-1
2
-
12"
Assault 1
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.
-
-
-
-
-
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
Add 1 to the bearer's Attacks characteristic. In addition, increase the range of the bearer's aura abilities (e.g. Lord of Chaos, Demagogue, etc.) by 3".
Melee
Melee
+3
-2
D3
Add 1 to hit rolls for attacks made with this weapon that target IMPERIUM units.
Model with a power axe only. Foecleaver replaces the model's power axe.
At the start of your Shooting phase, pick a friendly DEVASTATION BATTERY unit within 6" of the bearer. Enemy units do no receive the benefit of cover against that unit's weapons this phase.
CRIMSON SLAUGHTER model with a power sword only. The Blade of the Relentless replaces the model's power sword.
Melee
Melee
+1
-3
1
If the bearer slays any enemy models in the Fight phase with this weapon, then from the end of that Fight phase until the end of the battle, wound rolls for attacks made with this weapon are automatically successful (no wound roll is made).
PURGE model only. Once per battle, in the Shooting phase, the bearer can throw the Orb of Unlife instead of firing any ranged weapons. If they do so, pick a point on the battlefield within 8" of the bearer. Roll a D6 for each unit within D6" of that point, subtracting 2 from the result if the unit is a VEHICLE. On a 4+, that unit suffers D3 mortal wounds.
SCOURGED model only. Each time an enemy PSYKER within 18" of the bearer successfully manifests a psychic power, roll a D6. On a 5+, that psyker suffers 1 mortal wound.
BRAZEN BEASTS model only. The bearer has a Save characteristic of 2+. In addition, add 1 to the bearer's Move and Attacks characteristics.
*
2+
2+
4
6
12
4
9
2+
-
M
Additional attacks
-
7-12+
12"
5
-
4-6
9"
4
-
1-3
6"
3
-
At the start of your turn, this model regains 1 lost wound.
Subtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability.
Each time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds.
Melee
Melee
+2
-2
2
If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2.
Melee
Melee
+3
-2
D3
After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage table above, using this weapon profile.
6"
Pistol 1
8
-4
3
-
Melee
Melee
+4
-4
D3
After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage.
Only one unit of Dark Disciples can be included in your army for each Dark Apostle in your army. <LEGION> Dark Disciples units do not take up slots in a Detachment that includes any <LEGION> Dark Apostles. While this unit is within 2" of any friendly <LEGION> Dark Apostles, enemy models can only shoot this unit if it is the closest enemy unit (ignore CHARACTERS with a Wounds characteristic of less than 10 when determining if this unit is the closest enemy unit to the firing model).
While any <LEGION> Dark Disciples units are within 2" of a friendly <LEGION> Dark Apostle, add 1 to dice rolls to see if a prayer chanted by that Dark Apostle is heard.
6"
4+
5+
3
3
1
1
6
5+
Melee
Melee
User
0
1
-
If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Subtract 1 from hit rolls made for attacks with ranged weapons that target that unit.
If this prayer is heard, your opponent rolls two D6, discarding the lowest result, each time they take a Morale test for a unit within 6" of this priest.
If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to hit rolls for attacks made with ranged weapons by models in that unit.
If this prayer is heard, add 2 to this priest’s Strength characteristic.
If this prayer is heard, this priest regains D3 lost wounds. Note that unlike other prayers, whose effects last only until the end of the battle round, wounds regained from this prayer are not lost again at the end of the battle round.
If this prayer is heard, add 2 to this priest’s Toughness characteristic.
If this prayer is heard, this priest can Advance and charge in their turn in this battle round.
8"
Assault D6
5
-1
D3
This weapon automatically hits its target.
The bearer is armed with a ranged weapon with the profile below in addition to any other ranged weapons it is armed with.
Model with force stave only. The Burning Rod replaces the bearer’s force stave and has the following profile.
Melee
Melee
+3
-1
D3
At the end of each Fight phase, you can pick a unit within 1" of the bearer. That unit suffers 1 mortal wound.
Model with mechatendrils only. The Mecha-serpents replace the bearer’s mechatendrils and have the profile below.
Melee
Melee
+1
-1
2
Each time the bearer fights, it can make 1 (and only 1) attack with this weapon for each enemy model within 1" of the bearer.
Melee
Melee
User
0
1
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Roll a D6 for each enemy unit that was moved across by the bearer in the Movement or Charge phase. On a 4+, that unit suffers D3 mortal wounds.
Melee
Melee
User
-3
2
Each time the bearer fights, it can make 2 additional attacks with this weapon. Each time you roll a wound roll of 6+ for an attack made with this weapon, the target of the attack suffers 1 mortal wound in addition to the normal damage.
Model with chainsword only. Ghorisvex’s Teeth replaces the bearer’s chainsword and has the profile below.
Add 1 to the Leadership characteristic of friendly BLACK LEGION units while they are within 6" of the bearer. In addition, subtract 1 from the Leadership characteristic of enemy units while they are within 6" of the bearer.
Worsen the bearer’s Ballistic Skill characteristic by 1 (e.g. BS 2+ becomes BS 3+), but improve the Armour Penetration characteristic of all of the bearer’s weapons by 1 (e.g. AP 0 becomes AP -1).
Each time the bearer slays an enemy CHARACTER, add 1 to the bearer’s Strength, Attacks and Leadership characteristics until the end of the battle.
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make D6 additional attacks with this weapon.
Model with power sword only. The Spineshiver Blade replaces the bearer’s power sword and has the profile below.
Melee
Melee
+1
-1
2
-
Use this Stratagem before the battle if your Warlord is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle. No two characters from your army can have the same Warlord Trait.
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, invulnerable saves cannot be made.
Melee
Melee
User
-2
2
When resolving an attack made with this weapon, you can re-roll the wound roll. When rolling for this weapon’s Daemon Weapon ability, on a 2+ you can make a number of additional attacks equal to the result with this weapon this phase.
Melee
Melee
User
-5
2
When rolling for this weapon’s Daemon Weapon ability, on a 2+ add a number to this weapon’s Strength characteristic equal to the result until the end of this phase.
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll, and an unmodified wound roll of 2+ is always successful.
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.
Melee
Melee
+1
-2
D3
Enemy units within 1" of a model with this Relic cannot Fall Back unless they have the VEHICLE or TITANIC keyword, or have a minimum Move characteristic.
Melee
Melee
+1
-3
2
Each model destroyed by an attack with this weapon counts as two for the purposes of Morale tests.
24"
Rapid Fire 2
5
-3
2
-
Model with a bolt weapon (see page 58) only. The bolt weapons of a model with this Relic are granted the following abilities: Attacks made with this weapon automatically hit the target. This weapon wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
Melee
Melee
+1
-3
D3
When resolving an attack made against the bearer, subtract 1 from the hit roll.
Models with a power maul or accursed crozius only. This Relic replaces the bearer's power maul or accursed crozius.
Melee
Melee
+2
-2
2
-
Melee
Melee
x2
-3
D6
When the bearer fights using the smash profile, it can only make two attacks. When resolving an attack made with the smash profile, roll two D6 when inflicting damage with it and discard one of the results.
Melee
Melee
+3
-3
2
When resolving an attack made with this weapon against a VEHICLE unit, an unmodified hit roll of 5+ inflicts D3 mortal wounds on the target in addition to any normal damage.
24"
Rapid Fire 2
5
-3
D3
-
Melee
Melee
User
-4
D3
At the start of the Fight Phase, the bearer can look upon their reflection. Until the end of that phase, this weapon has a Strength characteristic of x2, and when resolving an attack made with this weapon, subtract 1 from the hit roll.
12"
Pistol 1
9
-3
3
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 normal damage.
Melee
Melee
+2
-2
3
When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 the target suffers 3 mortal wounds and the attack sequence ends.
Melee
Melee
+1
-2
2
When the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost.
Melee
Melee
+1
-1
1
-
You can re-roll hit rolls of 1 made for friendly <LEGION> and KHORNE DAEMON units within 6".
1
1
Smite and one power from the Dark Hereticus discipline
You can re-roll hit rolls of 1 made for friendly <LEGION> and NURGLE DAEMON units within 6".
1
1
Smite and one power from the Dark Hereticus discipline
You can re-roll hit rolls of 1 made for friendly <LEGION> and SLAANESH DAEMON units within 6".
1
1
Smite and one power from the Dark Hereticus discipline
You can re-roll hit rolls of 1 made for friendly <LEGION> and TZEENTCH DAEMON units within 6".
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in BLACK LEGION Detachments gain the following ability: Add 1 to the Leadership characteristic of models in units with this trait. In addition, if a unit with this trait Advanced, it treats all Rapid Fire weapons as Assault weapons until the end of the turn (i.e. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a Renegade Chapters Detachment gain the following ability: Units with this trait can Advance and charge in the same turn.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a WORLD EATERS Detachment gain the following ability: When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a NIGHT LORDS Detachment gain the following ability: Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait which is within 6" of theirs (to a maximum of -3).
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an EMPERORS CHILDREN Detachment gain the following ability: Units with this trait always fight first in the Fight phase, even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight, starting with the player whose turn is taking place.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an ALPHA LEGION Detachment gain the following ability: Your opponent must subtract 1 from hit rolls that target units with this trait if they are more than 12" away.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a WORD BEARERS Detachment gain the following ability: You can re-roll failed morale tests for units with this trait.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in RED CORSAIRS Detachments gain the following ability: Units with this trait can Advance and charge in the same turn. In addition, if a Detachment contains three or more units with this trait, that Detachment's Command Benefits are increased by 1 Command Point. That Detachment's Command Benefits are increased by 3 Command Points if it contains three or more units of CHAOS SPACE MARINES with this trait.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in CRIMSON SLAUGHTER Detachments gain the following ability: If a unit with this trait destroys an enemy unit, roll a D6. On a 5+, you gain 1 Command Point. In addition, that unit automatically passes Morale tests until the end of the turn.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in BRAZEN BEASTS Detachments gain the following ability: Each time you make a wound roll of 6+ for an attack made by a model with this trait in the Fight phase during a turn in which it charged, was charged, or performed a Heroic Intervention, that hit is resolved with an AP of -4.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in SCOURGED Detachments gain the following ability: You can re-roll one hit roll for an attack made by a model with this trait each time it shoots or fights. In addition, when a unit with this trait fires Overwatch, they successfully hit on a roll of 5+, instead of only 6, irrespective of the firing model's Ballistic Skill or any modifiers.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in FLAWLESS HOST Detachments gain the following ability: Each time you roll a hit roll of 6+ for an attack made by a model with this trait in the Fight phase, it can immediately make an extra attack against the same unit using the same weapon (this is in addtion to any extra attacks granted by the Death to the False Emperor ability). These extra attacks cannot themselves generate any further attacks.
If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in PURGE Detachments gain the following ability: You can re-roll hit rolls for attacks made by units with this trait that target enemy units that have lost one or more wounds already this turn.
Add 1 to the Movement and Strength characteristics of models in units with this Legion Trait.
Melee
Melee
+1
-1
1
-
Improve the invulnerable save of a model with this Relic by 1, to a maximum of 3+. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of this model.
When a charge roll is made for a charge declared against any friendly WORD BEARERS units within 6" of a model with this Relic, subtract 2 from the result.
Model that is not a DAEMON only. Before the battle, a model with this Relic can read from the Book of the Reviler. If it does, randomly generate two Chaos Boons for that model from the table found in the Chaos Boon Stratagem (see Codex: Chaos Space Marines), re-rolling Spawndom and Daemonhood and duplicate results. Note that doing so does not cost any Command Points, and an enemy CHARACTER, VEHICLE or MONSTER model does not have to have been destroyed.
PSYKER model only. A model with this Relic knows one additional psychic power from their chosen discipline. When a Psychic test is taken for a model with this Relic, add 1 to the total.
When a model with this Relic chants a prayer, you can re-roll the dice to determine if that prayer is heard. Add 1 to the Leadership characteristic of models in friendly WORD BEARERS
units whilst their unit is within 6" of this model.
INFANTRY model only. A model with this Relic has a Save characteristic of 2+. In addition, a model with this Relic always counts as being in cover, even while it is not entirely on or within a terrain feature.
INFANTRY model only. Whilst an enemy unit is within 6" of a model with this Relic, reduce the range of that unit’s aura abilities to 1". In addition, enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of a model with this Relic.
Improve the Armour Penetration characteristic of melee weapons a model with this Relic is equipped with by 1 (e.g. AP 0 becomes AP -1). Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models whilst they are within 1" of a model with this Relic.
Once per battle, at the start of your Movement phase, a model with this Relic can drink from the Misery of Meek. That model immediately regains up to D6 lost wounds, and until the start of your next turn, add D3 to that model’s Attacks characteristic.
Melee
Melee
+1
-1
1
When a model with this Relic fights, it makes D3 additional attacks with this weapon, or D6 additional attacks with this weapon if it made a charge move or performed a Heroic Intervention this turn.
INFANTRY model only. A model with this Relic has a Save characteristic of 2+. When a model with this Relic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
At the start of your Movement phase, if a model with this Relic is on the battlefield, roll 3D6; until the end of that phase, that model’s Move characteristic is equal to the result. In the Movement phase, a model with this Relic can move across other models and terrain as if they were not there. In the Charge phase, a model with this Relic can move across other models (other than BUILDINGS) as if they were not there. A model with this Relic can charge in a turn in which they Fall Back.
Once per battle, at the start of the battle round, if a model with this Relic is on the battlefield it can activate the Hydra’s Wail. Until the end of the battle round, when your opponent spends Command Points to use a Stratagem, roll one D6; on a 4+ your opponent must spend one extra Command Point to use that Stratagem, or else it has no effect and the Command Points spent so far are lost.
In your Shooting phase, a model with this Relic can use the Cranium Malevolus instead of shooting. Roll one D6 for each enemy VEHICLE unit within 9" of that model; on a 4-5 that unit suffers D3 mortal wounds, and on a 6 that unit suffers 3 mortal wounds.
A model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.
Melee
Melee
User
0
1
When the bearer fights, it makes 4 additional attacks with this weapon, and only those 4 attacks can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
Enemy units cannot fire Overwatch at a model with this Relic. If an enemy unit fails a Morale test whilst it is within 6" of a model with this Relic, one additional model flees from that unit.
When resolving an attack made by a model with this Relic, you can re-roll the hit roll and you can re-roll the wound roll. When a charge roll is made for a model with this Relic, you can re-roll the result.
PRIEST model only. Once per battle, instead of chanting a prayer, a model with this Relic can broadcast the Remnant of the Maraviglia. Until the end of that battle round, when resolving an attack made by a model in a friendly EMPEROR’S CHILDREN unit within 6" of a model with this Relic, you can re-roll the wound roll.
When a Morale test is taken for an enemy unit within 6" of a model with this Relic, your opponent must roll one additional D6 and you can choose one of those dice to be discarded. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of a model with this Relic.
12"
Assault D6
6
-2
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
PRIEST model only. Once per battle, at the start of the Fight phase, a model with this Relic can unfurl the Banner of Rage. If they do, until the end of the phase, add 1 to the Attacks characteristic of models in friendly WORLD EATERS units whilst their unit is within 6" of that model.
INFANTRY model only. Add 2 to the Strength characteristic of a model with this Relic. At the start of your Charge phase, if a model with this Relic is within 8" of any enemy units, it must declare a charge.
When an enemy model is destroyed in the Fight phase as a result of an attack made by a model with this Relic, roll one D6; on a 4+ the model with this Relic regains up to 1 lost wound.
Whilst a model with this Relic is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded.
When you give a model this Relic, select one bolt pistol, boltgun or combi-weapon (see Codex: Chaos Space Marines wargear lists) that model is equipped with. When a model with this Relic shoots with that weapon, you can choose for it to fire a Hyper-growth bolt. If you do, you can only make one attack with that weapon, but that attack always wounds on a 2+ (unless the target is a VEHICLE unit) and has a Damage characteristic of 4.
At the start of your turn, a model with this Relic regains 1 lost wound. In addition, when resolving an attack against this model, add 1 to the saving throw (invulnerable saves are unaffected).
Melee
Melee
+1
-1
1
-
24"
Assault 3
4
0
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Melee
Melee
+1
-1
1
-
At the start of each Fight phase, you can pick an enemy unit within 3" of your Warlord. That unit cannot be picked to fight with 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 insteads 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 picking which of those units to fight with, starting with the player whose turn is taking place.
Each time your Warlord slays an enemy CHARACTER, add 2 to your Warlord's Strength and Attacks characteristics until the end of the battle.
Subtract 1 from the Leadership characteristic of enemy untis within 6" of your Warlord. If your Warlord has slain any enemy models, then until the end of the battle, subtract 2 from the Leadership characteristic of enemy models within 9" of your Warlord instead.
Re-roll wound rolls of 1 for attacks made by your Warlord. In addition, you can re-roll damage rolls for weapons used by your Warlord.
If your Warlord generates extra attacks as a result of their Death to the Imperfect trait, they can immediately make 3 additional attacks, instead of only 1, against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Your Warlord knows 1 additional psychic power from any of the disciplines listed on their datasheet.
Your Warlord can attempt to deny one additional power in each enemy Psychic phase. In addition, your Warlord regains 1 lost wound each time it successfully denies a psychic power.
Once per battle, you can re-roll a failed Psychic test or Deny the Witch test for your Warlord. In addition, if your army is Battle-forged, roll a D6 each time your Warlord successfully manifests a psychic power; on a 6 you gain 1 Command Point.
If your Warlord successfully manifests the Smite psychic power, the closest visible enemy unit within 24" suffers mortal wounds, instead of 18".
You can re-roll rolls of 1 when taking a Psychic test for your Warlord.
Add 1 to your Warlord's Strength characteristic. In addition, you can re-roll damage rolls made for attacks with your Warlord's force weapon. For the purposes of this Warlord Trait, a force weapon is any weapon whose name includes the word 'force' (excluding Artefacts of Chaos).
Each time you roll an unmodified wound roll of 6 for an attack made with a melee weapon by a friendly DAEMONKIN RITUALIST unit within 6" of your Warlord, that attack inflicts 1 mortal wound on the target in addition to the normal damage.
Re-roll hit rolls of 1 for attacks made by friendly BRINGERS OF DESPAIR units while they are witihn 6" of your Warlord. If your Warlord has the Lord of Chaos ability, you can instead re-roll hit rolls for attacks made by friendly BRINGERS OF DESPAIR units while they are within 6" of your Warlord.
Re-roll wound rolls of 1 for attacks made by friendly DEVASTATION BATTERY units that are within 6" of your Warlord if the target is a VEHICLE.
Add 2 to charge rolls made for friendly HOST RAPTORIAL units while they are within 6" of your Warlord.
Add 2" to the Move characteristic of friendly SOULFORGED PACK DAEMON ENGINES while they are within 6" of your Warlord.
You can re-roll charge rolls for friendly CULT OF THE DAMNED units while they are within 6" of your Warlord.
While they are within 6" of your Warlord, friendly BLACK LEGION units can declare a charge even if they Fell Back in the same turn.
All damage suffered by your Warlord is halved, rounding up.
Add 1 to your Warlord’s Strength characteristic. In addition, after your Warlord makes a charge move, pick an enemy unit within 1" of your Warlord and roll a D6. On a 4+, that unit suffers D3 mortal wounds.
Each time your Warlord destroys an enemy unit, your Warlord immediately regains D3 lost wounds.
While your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.
Melee
Melee
+1
-1
1
-
Add 3" to the range of this Warlord’s aura abilities (e.g. Lord of Chaos).
This Warlord gains the POSSESSED and DAEMON keywords (if they don’t already have them). Add 1 to the Strength and Attacks characteristics of this Warlord, and add 1" to this Warlord’s Move characteristic.
If your army is Battle-forged, roll one D3 before the battle begins; you gain a number of additional Command Points equal to the result. Once per battle, if this Warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll or saving throw.
Add 1 to the Attacks characteristic of models in friendly WORD BEARERS DAEMON units whilst their unit is within 6" of this Warlord.
When this Warlord would lose a wound, roll one D6, adding 3 to the result if that wound would be lost as the result of a mortal wound; on a 6+ that wound is not lost.
Add 1 to this Warlord’s Wounds characteristic. At the start of your turn, this Warlord regains up to D3 lost wounds.
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for this Warlord.
This Warlord can charge in a turn in which they Fell Back. When resolving an attack made with a melee weapon against this Warlord, subtract 1 from the hit roll.
When resolving an attack made by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Add D3 to the Attacks characteristic of this Warlord in a turn in which they made a charge move, were charged or performed a Heroic Intervention. These additional attacks last until the end of the Fight phase.
When resolving an attack made against this Warlord whilst they are entirely on or within a terrain feature, add 1 to the saving throw (excluding invulnerable saving throws). Whilst this Warlord is entirely on or within a terrain feature, improve its invulnerable save by 1, to a maximum of 3+ (e.g. a 4+ invulnerable save becomes 3+).
Whilst there are more friendly models within 3" of this Warlord than enemy models, when resolving an attack made with a melee weapon by this Warlord, add 1 to the wound roll.
In addition to this Warlord Trait, this Warlord has one randomly generated Chaos Space Marine Warlord Trait from Codex: Chaos Space Marines. If this Warlord is destroyed, you can immediately select another ALPHA LEGION CHARACTER model from your army to take their place and generate a Warlord Trait for them (including this one). If the mission you are playing grants victory points for destroying
the enemy Warlord, your opponent will only achieve that objective if all of the ALPHA LEGION CHARACTER models from your army have been destroyed.
When resolving an attack made against this Warlord, subtract 1 from the hit roll.
This Warlord can target CHARACTER units even if they are not the closest enemy unit. When resolving an attack made with a ranged weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
At the start of the first battle round, before the first turn begins, select up to three other friendly ALPHA LEGION units on the battlefield. Remove these units from the battlefield and set them up again following the usual deployment rules for those units and the mission. If you redeploy a TRANSPORT model, all units embarked inside it remain so when it is set up again.
When resolving an attack made with a weapon by a model in a friendly ALPHA LEGION CHAOS CULTIST unit within 6" of this Warlord, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).
Once per battle, at the end of your Movement phase, you can remove this Warlord from the battlefield and set them up again within 3" of a friendly ALPHA LEGION INFANTRY unit and more than 9" away from enemy models.
When a Morale test is taken for a friendly IRON WARRIORS unit within 6" of this Warlord, do not roll the dice; it is automatically passed.
When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.
When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a friendly IRON WARRIORS unit that is within 6" of this Warlord and receiving the benefit of cover, that weapon is treated as having an Armour Penetration characteristic of 0.
When resolving an attack made with a ranged weapon by a model in a friendly IRON WARRIORS HAVOCS or IRON WARRIORS VEHICLE unit within 6" of this Warlord, re-roll a wound roll of 1.
Friendly IRON WARRIORS units do not suffer the penalty for moving and firing Heavy weapons whilst they are within 6" of this Warlord.
When resolving an attack made by an enemy unit within 3" of this Warlord, subtract 1 from the hit roll.
When you choose this Warlord to fight with, you and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously. If the chosen numbers differ, this Warlord can make a number of additional attacks that fight sequence equal to the number you chose.
At the start of the Fight phase, roll one D3. Until the end of that phase, subtract the result from the Attacks characteristic of enemy models (to a minimum of 1) whilst they are within 1" of this Warlord.
When resolving an attack against this Warlord, reduce any damage inflicted by 1 (to a minimum of 1).
When a charge roll is made for this Warlord, you can re-roll the dice. If this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics until the end of the subsequent Fight phase.
At the start of the Fight phase, add D3 to this Warlord’s Attacks characteristic if there are more enemy models within 3" of them than there are friendly models. These extra attacks last until the end of that Fight phase.
When resolving an attack made with a melee weapon by this Warlord against an enemy CHARACTER unit or a unit that contains any models with a Wounds characteristic of 5 or more, you can re-roll the hit roll and you can re-roll the wound roll.
When an Advance or charge roll is made for a friendly WORLD EATERS unit within 6" of this Warlord, add 1 to the result.
When resolving an attack made with a melee weapon against this model, halve any damage inflicted (rounding up).
This Warlord 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". This Warlord always fights first in the Fight phase even if they 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 Strength and Toughness characteristics of this model.
Add 1 to Advance and charge rolls for this model. In addition, if this model made a charge move, was charged or performed a Heroic Intervention, add 1 to the model’s Attacks characteristic until the end of the turn.
When this model would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the end of the Fight phase, this model regains D3 lost wounds if any enemy models were destroyed within 1" of them this phase.
Use this Stratagem when choosing your Army. Pick a Chaos Space Marine Detachment from your army to be a Cult of the Damned Specialist Detachment. DARK APOSTLES, DARK DISCIPLES and CHAOS CULTISTS in that Detachment gain the CULT OF THE DAMNED keyword.
Use this Stratagem when choosing your army. Pick a BLACK LEGION Detachment from your army to be a Bringers of Despair Specialist Detachment. BLACK LEGION TERMINATOR units in that Detachment gain the BRINGERS OF DESPAIR keyword.
Use this Stratagem when choosing your Army. Pick a Chaos Space Marine Detachment from your army to be a Devastation Battery Specialist Detachment. <LEGION> CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY eyword.
Use this Stratagem when choosing your Army. Pick a Chaos Space Marine Detachment from your army to be a Host Raptorial Specialist Detachment. <LEGION> JUMP PACK units in that Detachment gain the HOST RAPTORIAL keyword.
Use this Stratagem when choosing your Army. Pick a Chaos Space Marine Detachment from your army to be a Soulforged Pack Specialist Detachment. WARPSMIRH and DAEMON ENGINE units in that Detachment gain the SOULFORGED PACK keyword.
Use this Stratagem when choosing your Army. Pick a Chaos Space Marine Detachment from your army to be a Daemonkin Ritualists Specialist Detachment. DARK APOSTLES, DARK DISCIPLES, MASTERS OF POSSESSION, POSSESSED and GREATER POSSESSED in that Detachment gain the DAEMONKIN RITUALISTS keyword.
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.
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
User
1
You can re-roll wound rolls of 1 for this weapon.
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
18"
Assault D6
6
-2
2
This weapon automatically hits.
36"
Heavy 4
8
-1
2
-
48"
Heavy D6
5
0
1
-
Melee
Melee
+1
-1
1
-
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
This model can fight twice in each Fight phase, instead of only once.
This model has a 5+ invulnerable save.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
At the beginning of each of your turns, this model heals one wound.
You can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model.
This model has a 4+ invulnerable save.
Models in this unit have a 5+ invulnerable save.
Each time this model loses a wound, roll a D6; on a 5-6, it does not lose that wound.
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
A Daemon Prince of KHORNE increases its Attacks characteristic by 1 (this attack is already included in its profile).
This model can Advance and charge in the same turn.
Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
if this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
24"
Heavy D3
7
-3
D3
-
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
At the end of your Movement phase, a Warpsmith can repair a single <LEGION> VEHICLE (other than models that can Fly) within 1". That model regains D3 lost wounds. A Warpsmith can instead curse a single enemy VEHICLE within 18". Roll a D6; on a 2+ that vehicle suffers a mortal wound. A At the end of your Movement phase, a Warpsmith can repair a single (Legion) Vehicle (other than models that can Fly) within 1". That model regains D3 lost wounds. A Warpsmith can instead curse a single enemy Vehicle within 18". Roll a D6; on a 2+ that vehicle suffers a mortal wound. A VEHICLE cannot be repaired or cursed by more than one model with Master of Mechanisms in the same turn.
You can re-roll failed hit rolls for this character if the target is an enemy CHARACTER.
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.
The Death to the False Emperor ability triggers an extra attack on rolls of 5+ instead of 6+ for models in friendly BLACK LEGION units while they are within 6" of your Warlord.
When an enemy CHARACTER, MONSTER or TITANIC model is destroyed as a result of an attack made by this Warlord, add 1 to this Warlord’s Attacks and Strength characteristics.
Add 1 to your Warlord’s Attacks characteristic for each wound he has suffered (to a maximum of +3). If your Warlord regains any lost wounds, he loses the associated bonus attacks.
Any Hellforged models within 6" of the Hellwright adds +1 to their Attacks and Leadership characteristics.
This model heals one wound at the start of each of your turns.
At the end of your Movement phase, a Hellwright can repair a single <LEGION>/DAEMON ENGINE/QUESTOR TRAITOROUS or DARK MECHANICUS VEHICLE (other than models that can FLY) within 1". That model regains D3 lost wounds. A Warpsmith can instead curse a single enemy VEHICLE within 18". Roll a D6; on a 2+ that vehicle suffers a mortal wound. A VEHICLE cannot be repaired or cursed by more than one model with Master of Mechanisms in the same turn.
During deployment you can set this unit up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Your army can have one extra relic, chosen from the Artefacts of Chaos, which must be given to a RED CORSAIRS CHARACTER from your army that does not already have a relic. This relic must be different to any relics already included in your army. In addition, each time your Warlord slays an enemy CHARACTER, add 1 to your Warlord's Attack characteristic until the end of the battle.
24"
Heavy 8
5
-1
1
-
This unit can fight twice in each Fight phase, instead of only once.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
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 or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.