6"
3+
3+
4
4
5
4
8
3+
<CHAPTER> units within 6" of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+, that model musters one last surge of stregth before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
6"
2+
3+
4
4
4
4
8
3+
14"
2+
3+
4
5
5
4
8
3+
6"
2+
2+
4
4
5
4
9
3+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
5"
2+
2+
4
4
6
4
9
2+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
4"
2+
2+
4
4
6
4
9
2+
This model has a 3+ invulnerable save, but you must halve the result of the dice when determaining how far this model Advances.
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
5"
2+
2+
4
5
7
5
9
3+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
14"
2+
2+
4
5
6
4
9
3+
6"
3+
3+
4
4
4
3
9
3+
2
1
Smite & 2 Librarius
-
5"
3+
3+
4
4
5
3
9
2+
2
1
Smite & 2 Librarius
-
14"
3+
3+
4
5
5
3
9
3+
2
1
Smite & 2 Librarius
-
*
6+
*
6
7
10
*
8
3+
This model can tranport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, CENTURION models.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
6"
3+
2+
4
4
4
3
8
2+
14"
3+
2+
4
5
5
3
8
2+
Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly TECHMARINES.
5"
5+
5+
3
3
1
1
6
4+
6"
2+
3+
4
4
4
3
9
3+
5"
2+
3+
4
4
5
3
9
2+
14"
2+
3+
4
5
5
3
9
3+
6"
3+
3+
4
4
4
3
8
3+
14"
3+
3+
4
5
5
3
8
3+
6"
3+
3+
4
4
4
3
8
3+
14"
3+
3+
4
5
5
3
8
3+
6"
3+
3+
4
4
1
3
9
3+
6"
3+
3+
4
4
1
2
8
3+
14"
3+
3+
4
5
2
3
9
3+
14"
3+
3+
4
5
2
2
8
3+
6"
3+
3+
4
4
1
1
7
4+
6"
3+
3+
4
4
1
2
8
4+
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
4
3
8
3+
6"
3+
3+
6
7
8
4
8
3+
6"
2+
2+
6
7
8
4
8
3+
6"
3+
3+
6
8
8
4
8
3+
*
*
*
7
7
10
4
8
3+
6-10+
9"
2+
2+
3-5
6"
3+
3+
1-2
4"
4+
4+
4"
3+
3+
4
4
2
2
8
2+
4"
3+
3+
4
4
2
3
9
2+
6"
3+
3+
4
4
2
2
8
2+
6"
3+
3+
4
4
2
3
9
2+
10"
3+
3+
4
5
3
2
7
3+
10"
3+
3+
4
5
3
3
8
3+
16"
3+
3+
4
5
2
1
7
4+
16"
3+
3+
4
5
2
2
8
4+
14"
3+
3+
4
5
2
1
7
3+
14"
3+
3+
4
5
2
2
8
3+
If this unit contains 6 or more models, the during deployment, before any units have been set up, it can be divided into two units containing as equal a number of models as possible.
18"
3+
3+
4
5
7
2
7
4+
This model can transport 5 <CHAPTER> SCOUT INFANTRY model.
16"
3+
3+
4
5
6
2
7
3+
*
6+
*
6
7
10
*
8
3+
This model can transport 6 CHAPTER INFANTRY model. It cannot transport JUMP PACK, PRIMARIS, TERMINATOR, or CENTRION models.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2+
3"
5+
1
*
6+
*
6
7
10
*
8
3+
This model can transport 6 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATORS, PRIMARIS, or CENTURION models.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
0"
-
3+
6
6
8
0
8
3+
This model can transport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or CENTURION models.
During deployment, you can set up this model, along with any units embarked aboard it, in orbit instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models. Any models embarked aboard it must immediately disembark, and must be set up more than 9" away from any enemy models (if a model cannot be placed in this way, it is destroyed).
Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule, except that if it and any units embarked aboard it have not arrived on the battlefield by the end of the third battle round, they count as having been destroyed.
*
6+
*
6
7
10
*
8
3+
6-10+
20-60"
3+
3
3-5
20-40"
4+
D3
1-2
20-25"
5+
1
*
6+
*
6
6
10
*
8
3+
6-10+
20-50"
3+
3
3-5
20-35"
4+
D3
1-2
20"
5+
1
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model’s weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again.An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
3"
6+
2+
3
6
4
1
8
2+
6"
3+
2+
4
4
4
3
8
2+
Operated Artillery:You can only shoot with a Thunderfire Cannon if it is being operated. At the start of any phase, each Techmarine Gunner model from your army can operate one friendly <CHAPTER>Thunderfire Cannon model within 3" of it. Until the end of that phase, whilst it is within 3" of that Thunderfire Cannon, that Techmarine Gunner is said to be operating that Thunderfire Cannon
Crewed Artillery:After this unit is set up on the battlefield for the first time, it is divided into two units, one containing the Thunderfire Cannon and the other the Techmarine Gunner. If at any point there are no friendly <CHAPTER> Techmarine Gunner units within 6" of a Thunderfire Cannon, that Thunderfire Cannon is destroyed.
When a Thunderfire Cannon is set up on the battlefield, the Techmarine Gunner is set up in unit coherency with it. From that point onwards, the Techmarine Gunner is treated as a separate unit.
60"
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the firing model.
*
6+
*
6
7
11
*
8
3+
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
*
6+
*
6
8
11
*
8
3+
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
*
6+
*
6
7
11
*
8
3+
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
*
6"
*
6
8
11
*
8
3+
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
*
6"
*
6
8
11
*
8
3+
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
*
6+
*
6
7
14
*
9
3+
8-14+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
This model can transport 12 CHAPTER INFANTRY models and 1 CHAPTER DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes space of 3 other infanty models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 10 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 16 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 12 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 10 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
This model has a 5+ invulnerable save.
While this model is within 24" of any friendly CHAPTER Rhino Primaris, add 1 to its hit rolls for shooting attacks.
You can re-roll hit rolls of 1 made for friendly CHAPTER units within 6" of this model.
24"
Rapid Fire 1
8
-3
2
For each roll of a 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
When resolving an attack made with a ranged weapon by a model with this tactic, the target does not receive the benefit of cover to its saving throw and, if that attack was made with a bolt weapon (pg 166), an unmodified hit roll of 6 scores 1 additional hit.
When a model with this tactic would lose a wound, roll one D6; on a 6 that wound is not lost. When resolving an Overwatch attack made by a model with this tactic, a hit roll of 5 or 6 scores a hit. In addition, models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw, and if that unit is not a VEHICLEand is entirely on or within a terrain feature, subtract 1 from the hit roll.
Add 1 to the Leadership characteristic of models with this tactic. Units with this tactic that cannot FLY can shoot in a turn in which they Fell Back, but if they do, when resolving an attack made by a model in that unit in the Shooting phase of that turn, subtract 1 from the hit roll.
Units with this tactic can charge in a turn in which they Advanced or Fell Back. BIKER models with this tactic do not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
When resolving an attack made with a melee weapon by a model with this tactic in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, an unmodified hit roll of 6 scores 1 additional hit.You cannot select this tactic if you have already selected the Duellists tactic.
When resolving an attack made with a melee weapon by a model with this tactic against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.
When a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
Units with this tactic can charge in a turn in which they Fell Back.
Add 1 to the Leadership characteristic of models with this tactic.
When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw.
When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
Models with this tactic do not suffer the penalty for Advancing and firing Assault weapons.
When you select this tactic, select one of the following Faction keywords: TYRANIDS, AELDARI, ORK, HERETICASTARTES, NECRONS, T’AU EMPIRE. When resolving an attack made with a melee weapon by a model with this tactic against a unit with that Faction keyword in a turn in which that model made a charge move, was charged or performed a Heroic Intervention, you can re-roll the hit roll.
When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.
Add 3" to the Range characteristic of ranged weapons models with this tactic are equipped with.
When a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1
If you select this Successor Tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter as listed on page 175: Ultramarines, Imperial Fists, White Scars, Raven Guard, Salamanders, Iron Hands. Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter (for example, the Storm Lords Chapter is a known successor of the White Scars), then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.
Use Codex Chapter Selection as normal
When a Morale test is taken for a unit with this tactic, no more than one model can flee.
When a unit with this tactic Advances or makes a charge move, add 1 to the Advance roll or charge roll.
Subtract 1 from the Leadership characteristic of enemy units whilst they are within 3" of any units from your army with this tactic.
CHARACTER units with this tactic 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".
When resolving an attack made with a bolt weapon (pg 166) by a model with this tactic, re-roll a hit roll of 1
Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn.
Each unmodified hit roll of 6 made in the fight phase for a model with this Chapter Tactic scores 2 hits instead of 1
When a charge roll is made for a unit with this tactic, you can re-roll any or all of the dice. In addition, when a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost
When resolving an attack made by a model with this tactic against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purposes of this tactic, a VEHICLEmodel with this tactic counts as 5 models. In addition, when resolving an attack made with a bolt weapon (pg 166) by a model with this tactic, an unmodified hit roll of 6 scores 1 additional hit.
36"
Heavy 2
4
-2
2
When Sergeant Telion fires this weapon he may target an enemy CHARATER even if it is not the closest enemy unit. When resolving an attack roll with this weapon a wound roll of 6+ inflicts 1 mortal wound in addition to any other damage.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
If you roll three or more hit rolls of 1 for this model's lascannons ot twin lascannons in the same phase, it experiences a power overload and suffers 6 motral wounds.
Melee
Melee
User
0
1
-
6"
2+
2+
4
4
6
5
9
3+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
6"
3+
3+
4
4
5
4
9
3+
2
1
Smite, 2 Librarius
-
36"
Heavy 1
4
-2
3
-
Enemy units must subtract 1 from their Leadership characteristic if they are within 3" of any Reivers.
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
6"
Grenade D3
0
0
0
A shock grenade doesn't inflict any damage. Instead, each time a shock grenade hits an enemy INFANTRY unit, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. Second and subsequent hits from a shock grenade have no additional effect.
6"
2+
3+
4
4
5
4
9
3+
6"
3+
3+
4
4
5
3
8
3+
When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn.
Models in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons.
5"
3+
3+
4
5
3
4
8
3+
5"
3+
3+
4
5
3
3
7
3+
If a model is armed with a auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30"
*
*
*
7
7
13
4
8
3+
7-13+
8"
3+
3+
4-6
6"
4+
4+
1-3
4"
5+
5+
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
Distanes and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
This model can transport 10 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behing enemy lines instead of placing it on the battlefield. At the the end of your Movement phases this unit can join the battle - set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
ANCIENT model with the Astartes Banner ability only. If a model has this Relic, add 3" to the range of that model’s Astartes Banner ability. When a Morale test is taken for a friendly <CHAPTER> unit within 9" of that model, do not roll a dice; it is automatically passed. In addition, subtract 1 from the Leadership characteristic of enemy units whilst they are within 9" of that model.
Melee
Melee
+3
-3
3
-
IRON HANDS models with a power axe only. The Axe of Medusa replaces the bearer's power axe.
Melee
Melee
+1
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Models with a chainsword only. The Teeth of Terra replaces the bearer's chainsword.
Model with a storm shield or combat shield only. The Eternal Shield replaces the model's storm shield or combat shield. A model with this relic has a 3+ invulnerable save. In addition, when that model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
Melee
Melee
+3
-5
2
-
Models with a power sword or a master-crafted power sword only. The Burning Blade replaces the bearer's' power sword or mastercrafted power sword.
24"
Rapid Fire 2
5
-1
2
-
Models with a boltgun or master-crafted boltgun only. The Primarch's Wrath replaces the bearer's boltgun or master-crafted boltgun.
Melee
Melee
x2
-3
3
-
CRIMSON FISTS models with a power fist only. The Fist of Vengeance replaces the bearer's power fist.
12"
Pistol 2
4
-1
2
The weapon can target enemy CHARACTERS even if they are not the closest model to the bearer.
IMPERIAL FIST models with a bolt pistol only. The Spartean replaces the bearer's bolt pistol.
24"
Rapid Fire 2
4
-1
2
-
Melee
Melee
x2
-3
D3
-
30"
Rapid Fire 2
5
-2
2
-
CRIMSONS FISTS model with a bolt rifle, mater-crafted auto bolt rifle or master crafted-stalker bolt rifle only. Duty's Burden replaces the bearer's bolt rifle, mater-crafted auto bolt rifle or master crafted-stalker bolt rifle.
If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the destroyed model's unit cannot fire Overwatch until the end of the turn.
12"
3+
3+
4
4
2
3
8
3+
Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
12"
3+
3+
4
4
2
2
7
3+
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
48"
Heavy 2
7
-2
2
-
6"
2+
3+
4
4
5
4
8
3+
Enemy units must subtract 1 from their Leadership characteristic if they are within 3" of any Phobos Lieutenants
24"
Rapid Fire 1
4
0
2
Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
If this model has smoke grenades, then once per battle, instead of shooting in your Shooting phase, it can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
6"
3+
3+
4
4
5
4
9
3+
2
1
Smite & 2 Obscuration
-
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
2
2
7
3+
At the end of your Movement phase, an Infiltrator Helix Adept can attempt to heal or revive 1 model from its unit. If the Infiltrator Helix Adept's unit contains a wounded model, that model regains 1 lost wound. If its unit contains no wounded models, bot one or more of its models have been slain during the battle, roll a D6. On a 5+ one slain model is returned to the unit with 1 would remaining. If the Infiltrator Helix Adept fails to revive a model, he cannot shoot in your next Shooting phase as he recovers the gene-seed of the fallen warrior.
6"
3+
3+
4
4
2
2
7
3+
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly<CHAPTER> PHOBOS CAPTAINor <CHAPTER> PHOBOS LIEUTENANTmodels on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack).
6"
2+
2+
4
4
6
5
9
3+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
30"
Assault 1
4
-2
3
This weapon can target a CHARACTER even if it it not the closest enemy unit.
Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll.
The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move).
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
-
-
-
-
-
This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
Distances and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must target the same unit both times).
72"
Heavy 2
10
-4
D6
Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead.
36"
Heavy 6
5
-1
1
-
36"
Heavy 6
4
-1
1
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.
12"
Pistol 2
5
-3
2
-
Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
6"
3+
3+
4
4
5
3
8
2+
36"
Heavy 1
8
-3
3
-
24"
Assault 1
4
-1
2
May Target Characters
*
6+
*
7
7
11
*
8
3+
6-11+
14"
3+
3
3-5
7"
4+
D3
1-2
4"
5+
1
This model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
Distances and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulsor.
After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.
A model with a shield dome has a 4+ invulnerable save.
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
48"
Heavy 1
8
-2
D6
-
48"
Heavy D6
4
0
1
-
48"
Heavy D3
7
-1
D3
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
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll modifiers and Ballistic Skill modifiers.
Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may be split into two units, each containing 5 models.
6"
3+
3+
4
4
2
3
8
3+
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
6"
3+
3+
4
4
2
2
7
3+
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
1-3
6"
5+
5+
Whilst this model is within 1" of any enemy units, its heavy bolter has a Type characteristic of Pistol 3
7-13+
10"
3+
3+
4-6
8"
4+
4+
*
*
*
7
6
13
4
8
3+
Melee
Melee
x2
-3
3
48"
Heavy 6
7
-1
2
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
6"
3+
3+
4
4
2
2
9
2+
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon in a turn in which the bearer made a charge move or performed a Heroic Intervention, this weapon has a Strength characteristic of x2 for that attack.
-
-
-
-
-
This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTERunit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTERunit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
36"
Heavy 1
8
-3
3
-
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly<CHAPTER> units whilst their unit is within 6" of this model
6"
2+
3+
4
4
4
3
8
3+
6"
2+
3+
4
4
5
4
8
3+
If this litany is inspiring, then when resolving an overwatch attack made by a model in a friendly <CHAPTER> unit within 6" of this model, a hit roll of a 5 or a 6 scores a hit
6"
2+
2+
4
4
6
5
9
3+
You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.’
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
24"
Assault 1
8
-4
D6
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results
In your shooting phase, you can declare this unit will only shoot at a single target. If you do, select one target unit; models in this unit can shoot twice this phase, but they can only target that enemy unit.
5"
3+
4+
4
5
3
2
7
3+
5"
3+
4+
4
5
3
3
8
3+
If this unit makes a charge move, add 2 to the attacks characteristic of models in this unit until the end of the turn.
14"
3+
3+
4
5
4
2
7
3+
14"
3+
3+
4
5
4
3
8
3+
30"
Rapid Fire 2
4
-1
1
6"
3+
3+
4
4
3
3
8
3
6"
3+
3+
4
4
3
4
9
3
Melee
Melee
+1
-3
2
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon.
6
18"
Veil of Timehas a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, you can re-roll the dice. In addition, that unit 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.
6
12"
If manifested, select an <CHAPTER> model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics.
7
Self
Null Zone has a warp charge value of 7. If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they are within 6" of this psyker, and when a Psychic test is taken for an enemy model within 6" of this psyker, the result is halved (rounding up)
6
18"
Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Then, roll one D6 and add this psyker’s Leadership characteristic to the result. Your opponent then rolls one D6 and adds the highest Leadership characteristic of models in the selected unit to the result. If your total score is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s score, the selected unit suffers 1 mortal wound; if it is less than your opponent’s score, nothing happens.
7
12"
Fury of the Ancients has a warp charge value of 7. If manifested, select one enemy model that is within 12" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base; the selected model's unit and each other enemy unit that this line passes across suffers 1 mortal wound.
5
18"
Psychic Fortress has a warp charge value of 5. If manifested, select one friendly ADEPTUS ASTARTES unit within 18" of this psyker. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll a dice; it is automatically passed. In addition, when a model in that unit would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 4+ that wound is not lost.
The bearer of the Santic Halo has a 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
Melee
Melee
+1
-4
2
ANCIENT model only. Add 1 to the Attacks characteristic of models in friendly ULTRAMARINES units whilst their unit is within 6" of a model with this Relic. Friendly ULTRAMARINES units automatically pass Morale tests whilst they are within 12" of a model with this Relic.
When resolving an attack made by a model with this Relic, you can re-roll a hit roll of 1 and you can re-roll a wound roll of 1. When resolving an attack made by that model against an ADEPTUS ASTARTESunit or a HERETIC ASTARTESunit, add 1 to the hit roll and add 1 to the wound roll.
TERMINATOR only. A model with this Relic has a 4+ invulnerable save. When resolving an attack against that model, halve any damage inflicted (rounding up).
24"
Rapid Fire 4
4
0
1
When resolving an attack made with this weapon against a unit (other than a VEHICLE unit), you can re-roll the wound roll.
A model with this Relic has a 5+ invulnerable save. At the start of your Movement phase, that model regains D3 lost wounds.
PSYKER model only. When a Psychic test is taken for a model with this Relic attempting to manifest a psychic power from the Stormspeaking discipline (pg 62), add 1 to the total.
At the start of your Shooting phase, you can select one friendly WHITE SCARS unit within 6" of a model from your army with this Relic. Until the end of the phase, when resolving an attack made with a ranged weapon by a model in that unit, the target does not receive the benefit of cover to its saving throw.
ANCIENT model only. Add 1 to the Strength characteristic of models in friendly WHITE SCARS units whilst their unit is within 6" of a model from your army with this Relic
BIKER model only. A model with this Relic has a Move characteristic of 16". In the Movement phase, that model can move over other models and terrain features as if they were not there.
Melee
Melee
+1
-3
2
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has a Damage characteristic of 4 for that attack.
When an Advance roll or charge roll is made for a friendly WHITE SCARS INFANTRY unit within 6" of a model from your army with this Relic, add 1 to the result.
Melee
Melee
x2
-3
D3
-
At the start of each battle round, select one friendly IRON HANDS VEHICLE unit within 3" of the bearer of this Relic. Until the start of your next battle round, when resolving an attack made against that Vehicle unit, if the bearer of this Relic is within 3" of that Vehicle unit you can reduce any damage suffered by 1, to a minimum of 1.
24"
Rapid Fire 1
4
0
1
-
12"
Assault 2
8
-4
D6
When resolving an attack made with this weapon’s meltagun profile against a target that is within half range, roll two D6 when inflicting damage with it and discard one of the results
Melee
Melee
x2
-3
D3
PRIMARIS model only. Add 1 to the Toughness characteristic of a model with this Relic. When resolving an attack made against that model, reduce any damage inflicted by 1, to a minimum of 1
A model with this Relic has a 4+ invulnerable save. When resolving an attack made with a ranged weapon against that model, subtract 1 from the wound roll.
Whilst a model from your army 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. You can only have 1 Command Point refunded per battle round by this Relic.
JUMP PACK model only. A model from your army with this Relic can be chosen to charge with even if they Advanced this turn.When a charge roll is made for that model, you can re-roll the dice. In addition, after that model finishes a charge move, you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.
Melee
Melee
+1
-2
1
When the bearer fights, it makes 1 additional attack with this weapon. In addition, when resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Damage characteristic of 3
36"
Assault 3
4
-2
2
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, you can add 1 to the hit roll.In addition, when resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
Once per turn, when resolving an attack made by a model from your army with this Relic, you can re-roll the hit roll, wound roll or damage roll. In addition, if a model from your army with this Relic is destroyed as a result of an attack made by an enemy unit, then until the end of the battle, when resolving an attack made by a friendly RAVEN GUARDunit against that enemy unit, add 1 to the hit roll
When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model from your army with this Relic, that weapon is treated as having an Armour Penetration characteristic of 0. In addition, when resolving an attack against a model from your army with this Relic, an unmodified hit roll of 1, 2 or 3 always fails.
Melee
Melee
User
-3
D3
When the bearer fights, it makes 1 additional attack with this weapon. In addition, when resolving an attack made with this weapon, you can re-roll the wound roll
When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.
Add 1 to the Attacks characteristic of a model with this Relic. In addition, once per battle, at the start of the Fight phase, a model with this Relic can hold aloft Vulkan’s Sigil. Until the end of that phase, add 1 to the Attacks characteristic of models in friendly SALAMANDERSunits whilst their unit is within 6" of that model (note that the Attacks characteristic of the model with this Relic is therefore increased by 2 until the end of the phase).
Melee
Melee
x2
-4
3
When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.
30"
Rapid Fire 1
5
-3
2
LIBRARIAN model only. A model with this Relic knows one psychic power from the Promethean discipline (pg 62) in addition to any other powers it knows. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Promethean discipline, you can add 1 to the total.
24"
Rapid Fire 1
4
-1
2
12"
Assault D6
4
-1
2
When resolving an attack made using the master-crafted flamer profile of this weapon, do not make a hit roll: it automatically scores a hit.
PRIMARIS model only. Add 1 to the Wounds characteristic of a model with this Relic. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of a model with this Relic.
When resolving an attack made with a ranged weapon by a model in anIMPERIAL FISTS unit that is within 6" of a friendly model with this Relic, re-roll a wound roll of 1.
ANCIENT model only. When resolving an attack made with a melee weapon by a model in an IMPERIAL FISTS unit that is within 6" of a friendly model with this Relic, add 1 to the hit roll.
LIBRARIAN only. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Geokinesis discipline (pg 62), you can re-roll the result.
The wearer of the Crusader’s Helm increases the range of its aura abilities by 3" (to a maximum of 12"). In addition, at the start of your Movement Phase, select one BLACK TEMPLARS unit that has a Combat Doctrine ability within 6" of this model. Until the start of your next Movement Phase, the Assault Doctrine becomes active for that unit, replacing the currently active Combat Doctrine
Once per battle at the start of the battle round, a model with this relic can unveil the Aurillian Shroud. Until the end of the battle round friendly BLACK TEMPLARS units have a 4+ invulnerable save whilst thier unit is within 3" of a model with this relic.
CHAPLAIN model only. When a roll is made to determine if a Litany recited by a model with this relic is inspiring, you can roll 2D6 and discard one of the results.
Melee
Melee
+1
-3
3
Select one bolt weapon this model is equipped with. When the bearer shoots with that weapon, you can choose to fire a Witchseeker round. If you do, you can only make 1 attack with that weapon, but that attack can target an enemy PSYKER CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made by with a witchseeker round against a PSYKER unit, if a hit is scored the target suffers D3 mortal wounds in addition to any other damage.
Once per battle after a psychic power has been manifested by an enemy PSKER model within 12" inches of a model with this relic, one one D6. One a 2+ that model suffers D3 mortal wounds after that psyhic power has been resolved.
Once per battle round, if this Warlord is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this Warlord. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.
When resolving an attack made with a ranged weapon by a friendly ULTRAMARINES model in a unit within 6" of this Warlord during a turn in which that model Fell Back, do not subtract 1 from the hit roll.
When resolving an attack made by this Warlord, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this Warlord.
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".
If this Warlord makes a charge move or performs a Heroic Intervention, add D3 to their Attacks characteristic until the end of the turn.
When this Warlord destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.
BIKER only. If you are randomly generating your Warlord’s Warlord Trait and your Warlord is not a BIKER, re-roll this result until a different Warlord Trait is generated. When a charge roll is made for this Warlord, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this Warlord Advanced in your previous Movement phase.
When resolving an attack made by this Warlord against an enemy MONSTER or VEHICLE unit, add 1 to the hit roll and wound roll.
When an enemy unit within 1" of this Warlord is chosen to Fall Back, you can roll one D6; on a 4+ that unit cannot Fall Back this turn.
When resolving an attack made by this Warlord, on an unmodified hit roll of 6 you can make 1 additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
At the start of your Shooting phase, select one friendly IRON HANDSunit within 6" of this Warlord. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll.
When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.
When this Warlord consolidates, they can move up to 6" instead of 3", and do not have to end this move closer to the nearest enemy model
This Warlord can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKERby taking a Deny the Witch test, if this Warlord is within 24" of the enemy model manifesting that psychic power. If this Warlord is a LIBRARIAN, they instead can attempt to deny one additional psychic power in your opponent’s Psychic phase.
At the end of your Movement phase, this Warlord can repair one friendly IRON HANDS VEHICLEmodel within 1" of them. That model regains 1 lost wound. Each model can only be repaired once per turn. If this Warlord is a TECHMARINE, each time they use their Blessing of the Omnissiah ability, the model they are repairing regains D3+1 lost wounds instead of D3
Once per battle, at the end of your Movement phase, this Warlord can vanish into the gloom if they are more than 6" from any enemy models. When it does, remove it from the battlefield; you then set this Warlord up again at the end of your next Movement phase anywhere that is more than 9" from any enemy models. If the battle ends and this Warlord is not on the battlefield, it is destroyed
When this Warlord Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this Warlord can shoot and charge in a turn in which they Fell Back
When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
Friendly RAVEN GUARDunits within 6" of this Warlord can be chosen to charge with even if they Advanced this turn
At the start of the first battle round, before the first turn begins, if this Warlord is on the battlefield you can select one other friendly Raven Guard Infantry unit (excluding a Centurion unit) on the battlefield. Remove that unit and this Warlord (if it is also Infantry) from the battlefield, and set them up anywhere on the battlefield that is more than 9" from the enemy deployment zone and more than 9" from any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).
When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost.In addition, at the start of your Movement phase, this Warlord regains 1 lost wound.
At the start of the battle round, you can select one friendly SALAMANDERSunit within 6" of this Warlord. Until the end of that battle round, that unit has the Defenders of Humanity ability (see Codex: Space Marines).
Add 2 to the Toughness characteristic of this warlord
Once per Shooting phase and/or once per Fight phase, when resolving an attack made by this Warlord, do not make a hit roll: it automatically scores a hit.
There are no secrets of flame and fire unknown to this Salamander, and he uses them in battle like no other.You can re-roll the dice to determine the number of attacks made with flame weapons (see Codex: Space Marines) by friendly SALAMANDERS models whilst their unit is within 6" of this Warlord.
When resolving an attack made by this Warlord against a BUILDING or VEHICLE unit, add 1 to the wound roll.
Once per battle, at the end of your Fight phase, if this Warlord remained stationary and did not make any attacks this turn it can call down an orbital strike. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
This Warlord cannot Fall Back. When resolving an attack against this Warlord, halve any damage inflicted (rounding up).
Before the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result.
6
18"
Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOSunit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.
6
18"
Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw.
6
3"
If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were the Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.
6
18"
If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greate than that unit's Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase.
6
18"
If manifested, select an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit's Move characteristic and the result of any Advance or Charge rolls made for it.
6
18"
If manifested, select an enemy model within 18" of and visible to the psyker. That model's unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that model's Leadership characteristic, you gain 1 Command Point.
12"
Pistol 2
8
-3
2
-
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends.
At the start of the first battle round, before the first turn begins, select one enemy unit. You can re-roll hit rolls and wound rolls for attacks made by models in friendly <CHAPTER> units against that enemy unit, whilst that friendly unit is within 6" of a model with this Relic.
Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary. When it does, until the end of that phase, add 1 to the Attacks characteristics of models in friendly <CHAPTER> units whilst their unit is within 6" of that model.
Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of a model from your army with this Relic.
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt. If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. If the target of that attack is a MONSTER, the weapon has a Damage characteristic of D6 for that attack.
12"
Pistol 5
4
-1
1
-
When resolving an Overwatch attack made by a model in a friendly<CHAPTER> unit within 6" of a model from your army with this Relic, a hit roll of 5 or 6 scores a hit.
When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds
Melee
Melee
User
-2
2
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon against a VEHICLE unit, this weapon has a Strength characteristic of x2 for that attack
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLEunit, an unmodified wound roll of 4-5 inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage
TECHMARINE only. When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results
Add 1 to the Attacks characteristic of a model with this Relic. In addition, when a Morale test is taken for a <CHAPTER>unit within 6" of a friendly model with this Relic, do not roll the dice; it is automatically passed
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. If you do, when choosing targets for that model and when choosing ranged weapons, that weapon’s Range characteristic is increased by 6" and it can target units that are not visible to the bearer, but only one attack can be made with that weapon
12"
Pistol 2
5
-2
2
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. mwhen resolving an attack made with this weapon, you can add 1 to the hit roll
A model with this Relic has a 3+ invulnerable save whilst they are wholly on or in a terrain feature
Melee
Melee
x2
-3
D3
When the bearer fights, it makes 1 additional attack with this weapon
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack.
A model with this Relic has a 4+ invulnerable save. When a model with this Relic would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.
Add 1 to the Wounds characteristic of a model with this Relic.
When a friendly <CHAPTER>model within 6" of a model with this Relic would lose a wound, roll one D6; on a 6+ that wound is not lost.
When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.
Melee
Melee
User
-4
2
When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.
5
Self
Precognition has a warp charge value of 5. If manifested, then until the start of your next Psychic phase this psyker has a 5+ invulnerable save and, when resolving an attack made against this psyker, subtract 1 from the hit roll.
7
18"
Scryer’s Gaze has a warp charge value of 7. If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES unit whilst its unit is within 18" of this psyker, you can re-roll the hit roll, wound roll or damage roll.
7
24"
Telepathic Assault has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit.
6
18"
Storm of the Emperor’s Wrathhas a warp charge value of 6. If manifested, select the nearest enemy unit that is within 18" of and visible to this psyker. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound.
6
18"
Psychic Shackleshas a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, halve the Move characteristic (rounding up) of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time.
5
12"
Empyric Channelling has a warp charge value of 5. If manifested, select one other friendly ULTRAMARINES LIBRARIAN model within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6.
6
12"
Eye of the Storm has a warp charge value of 6. If manifested, roll one D6 for each enemy unit within 12" of this psyker, adding 1 to the result if that unit can FLY; on a 4+ that unit suffers 1 mortal wound.
6
18"
Spirits of Chogoris has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll
6
12"
Storm-wreathed has a warp charge value of 6. If manifested, select one friendly WHITE SCARSunit within 12" of this psyker. Until the start of your next Psychic phase, enemy units cannot fire Overwatch at that unit, and after that unit finishes a charge move, for each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.
6
12"
Ride the Windshas a warp charge value of 6. If manifested, select one friendly WHITE SCARSunit within 12" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result.
7
18"
Lightning Call has a warp charge value of 7. If manifested, the closest enemy unit within 18" of this psyker suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound.
7
18"
Blasting Galehas a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 (typically, this will mean one D6 is rolled instead of 2D6).
The Darkness Within has a warp charge value of 6. If manifested, select up to three enemy units within 18" of this psyker. Roll one D6 for each of those units, adding 1 to the result if the result of the Psychic test was more than 10; on a 4+ that unit suffers 1 mortal wound.
The Abyss has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker.Roll three D6; for each roll of 4+ that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn
Shadowstep has a warp charge value of 7. If manifested, select one RAVEN GUARD CHARACTERunit from your army within 18" of this psyker. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9" from any enemy models
Spectral Blade has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker’s Strength characteristic is equal to their Leadership characteristic. In addition, until the start of your next Psychic phase, when resolving an attack made with a melee weapon by this psyker against a unit whose highest Leadership characteristic is lower than this psyker’s, that weapon has an Armour Penetration characteristic of -4 for that attack.
Enveloping Darkness has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll.
Umbral Form has a warp charge value of 5. If manifested, until the start of your next Psychic phase this psyker has a 4+ invulnerable save
6
18
Machine Flense has a warp charge value of 6. If manifested, select one enemy VEHICLEunit that is within 18" of and visible to this psyker. That unit suffers D3 mortal wounds. You can then select one other enemy unit that was within 6" of and visible to that VEHICLE unit when this power was manifested. Roll one D6 for each mortal wound that VEHICLE unit suffered; for each 3+ the other selected unit suffers 1 mortal wound
Reforge has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLE model within 3" of and visible to this psyker (you cannot select a model that has already regained lost wounds this turn). That model regains up to D3 lost wounds
6
12"
Psysteel Armour has a warp charge value of 6. If manifested, select one friendly IRON HANDSunit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw. Invulnerable saves are not affected
6
18
Fury of Medusa has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker’s base and that model’s base. Roll one D6 for the selected model’s unit and each other enemy unit that this line passes across, adding 2 to the result if the unit being rolled for is a VEHICLE. On a 4-5 the unit being rolled for suffers 1 mortal wound; on a 6+ the unit being rolled for suffers D3 mortal wounds
7
18"
Objuration Mechanicum has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack
5
12"
Blessing of the Machine God has a warp charge value of 5. If manifested, select one friendly IRON HANDS VEHICLEmodel within 12" of this psyker (you can only select a TITANICmodel if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll
Flaming Blasthas a warp charge value of 6. If manifested, select one point on the battlefield within 24" of and visible to this psyker. Roll one D6 for each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound.
Fire Shieldhas a warp charge value of 6. If manifested, select one friendly SALAMANDERSunit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.
Burning Handshas a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon (the profile for which can be found in the Warhammer 40,000 core rules) by this psyker, if a hit is scoredthe target suffers 1 mortal wound and the attack sequence ends.
Drakeskin has a warp charge value of 6. If manifested, select one friendly SALAMANDERSunit within 12" of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.
Fury of Nocturnehas a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.
Draconic Aspecthas a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this psyker.
Tectonic Purgehas a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when a charge roll is made for an enemy unit within 12" of this psyker, subtract 2 from the result.
Wrack and Ruinhas a warp charge value of 6. If manifested, select one BUILDINGunit within 18" of and visible to this psyker, or select one enemy unit that is wholly within or on a terrain feature and is within 18" of and visible to this psyker. Roll nine D6, adding 1 to the result if the unit you selected was a BUILDING; for each roll of 5+ that unit suffers 1 mortal wound.
Iron Infernohas a warp charge value of 6. If manifested, select one point on the battlefield within 18" of and visible to this psyker. Roll one D6 for each enemy unit within 6" of that point; on a 4+ that unit suffers 1 mortal wound.
Fortify has a warp charge value of 4. If manifested, select one friendly IMPERIAL FISTS INFANTRYor IMPERIAL FISTS BIKER model within 12" of the psyker; that model regains up to D3 lost wounds.
Aspect of Stonehas a warp charge value of 5. If manifested, then until the start of your next Psychic phase, add 2 to this psyker’s Strength and Toughness characteristics.
Chasm has a warp charge value of 6. If manifested, select one enemy unit that cannot FLYand is within 18" of and visible to this psyker. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.
Friendly <CHAPTER> INFANTRY units have the Defenders of Humanity ability, whilst they are within 3" of this Warlord. If such a unit already has this ability, each model counts as one additional model when determining control of an Objective.
Friendly <CHAPTER> INFANTRY, BIKER and DREADNOUGHT units within 3" of this Warlord can perfrom Heroic Interventions as if they were CHARACTERS
This Warlord can provide medical attention to up to two units instead of one, and a unit that was provided medical attention by this warlord can be provided with medical attention for a second time in a turn by this warlord, Note that this warlord can do so even if it is recovering the gene-seed of a fallen warrior
When a model in a friendly <CHAPTER> INFANTRY or BIKER unit would lose a wound whilst their unit is within 6" of this warlord, roll one D6; on a 6 that wound is not lost. If that unit has the Flesh is Weak Chapter tactic, that wound is not lost on a 5+ instead.
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your warlord.
Add 1 to this Warlord’s Attacks characteristic whilst there are any enemy CHARACTER units within 1" of them. When resolving an attack made with a melee weapon by this Warlord against a CHARACTER unit, add 1 to the hit roll and wound roll.
Add 1 to the Wounds characteristic of your warlord. In addition, roll a dice each time your warlord loses a wound. On a roll of a 6, your warlord shrugs off the damage and does not lose the wound.
This Warlord has the Defenders of Humanity ability (pg 174). When a Morale test is taken for a friendly <CHAPTER> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.
When resolving an attack made with a ranged weapon by a friendly<CHAPTER> unit within 6" of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP 0 become AP -1)
When a charge roll is made for this Warlord, you can re-roll any or all of the dice. If, in the Charge phase, this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics in the following Fight phase.
When you roll to determine if a llitany recited by this Warlord is inspiring, you can re-roll the dice
Add 3" to the range of this Warlord's Spiritual Leadership ability and all litanies recited by this warlord.
When resolving an attack made by a friendly <CHAPTER> VEHICLE model within 6" of this Warlord, add 1 to the roll.
Add 1 to the Strength and Attacks characteristics of friendly <CHAPTER> DREADNOUGHT models whilst they are within 6" of this warlord.
Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Master Artisans, Shadow Masters, The Flesh is Weak (see Codex: Space Marines).Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly VICTRIX GUARD units within 6" of this Warlord.
If your Warlord did not move in the Movement phase of this turn, friendly IMPERIAL FISTS INFANTRYunits within 6" of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
Re-roll hit rolls of 1 for friendly LIBERATOR STRIKE FORCE units within 9" of your Warlord.
Add 1 to your Warlord’s Attacks characteristic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.
At the start of your Shooting phase, you can select one friendly <CHAPTER> PHOBOSunit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.
At the start of the first battle round, before the first turn begins, select up to three friendly <CHAPTER> PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).
Add 1" to the Move characteristic of friendly <CHAPTER> PHOBOSunits whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly <CHAPTER> PHOBOS units whilst they are within 6" of this Warlord.
When resolving an attack made against this Warlord, subtract 1 from the hit roll.
At the start of your Shooting phase, select one friendly <CHAPTER> PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.
<CHAPTER> models that attack with one of thier melee weapons as a result of this model's Astartes Banner ability can make two attacks instead of one
Models that shoot with one of their ranged weapons, or make a single attack with one of their melee weapons, as a result of this model's Astartes Banner ability always resolve their attack as if they had BS and WS 2+
A model with this Relic has a save characteristic of 2+ and a 4+ Invulnerable save.
Melee
Melee
+2
-4
3
Friendly <CHAPTER> INFANTRY models have a 5+ invulnerable save whilst they are within 1" of this model
16"
Pistol 1
5
-3
1
When resolving an attack against a unit that is not a VEHICLE or MONSTER, this weapon has a damage of D6 for that attack
Add 12" to the range of a model with this Relic's Psychic Hood ability
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target instead of any other damage
The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer's saving throws, you can choose to activate the armour's force field. When you do so, the Armour Indomitus confers a 3+ invulverable save for the remainder of the turn.
LIBRARIAN model only. A model with this Relic knows one additional psychic power from any discipline they have access to.
Enemy PSYKERS must subtract 1 from Psychic tests made within 18" of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKERthat attempted to manifest that psychic power suffers D3 mortal wounds
24"
Assault 4
5
-1
2
-
36"
Heavy 1
5
-2
3
When resolving an attack made with this weapon, a successful wound inflicts 1 mortal wound on the target in addition to any other damage.
PHOBOS model with a camo cloak only. When resolving an attack made against a model with this Relic, subtract 1 from the wound roll
Melee
Melee
+2
-2
3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Friendly <CHAPTER> units are treated as not having the Shock Assault ability whilst they are within 6" of a model from your army with this Relic. Instead, add 1 to the Attacks characteristic of models in friendly <CHAPTER> units whilst their unit is within 6" of a model from your army with this Relic
PRIMARIS model only. If a model has this Relic, add 3" to the range of its aura abilities (e.g. Rites of Battle). This does not increase the range of psychic powers or Litanies of Battle that are aura abilities
When resolving an attack made agaisnt this model with this relic, your opponent cannot re-roll the hit roll, wound roll, or damage roll. In addition, when a Morale test is taken for an enemy unit within 6" of this model, roll two dice and discard the lowest(or either if they are the same)
A model with this Relic has a 3+ Invulnerable save
Melee
Melee
+3
-3
D3
When resolving an attack made with this weapon against a VEHICLE unit, if the saving throw is failed that unit suffers 1 mortal wound in addition to any other damage
Add 1 to the Toughness characteristic of a model with this Relic. A model with this Relic has a 4+ invulnerable save.
Once per battle, in your Shooting phase, you can choose for the bearer to throw the Holy Orb instead of making a normal shooting attack. If you do so, pick a visible enemy unit within 6" of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds.
12"
Pistol 2
5
-1
2
Each time an attack made with this weapon hits, you can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.
Once per battle, at the start of the movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6" of the bearer
When a charge roll is made for a friendly <CHAPTER> unit within 6" of this Warlord, you can re-roll the roll
When resolving and attack made with a melee weapon by a model against this Warlord, on a hit roll of 1 roll one D6; on a 4+ that model's unit suffers 1 mortal wound after that unit has finished shooting or fighting
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle (pg 188). At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.
If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic).
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll
If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.
Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
If your army os battle-forged, all Troops units in Space Marine Detachments gain this ability. Such a unit thst is within range of an objective marker controls the objective market even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker
This model has a 4+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
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 this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
This model has a 5+ invulnerable save.
At the end of your Movement phase this model can repair a single <CHAPTER> VEHICLE within 1". That model regains D3 lost wounds. A model can only be repaired once per turn.
You can re-roll failed hit rolls in the Fight phase for friendly CHAPTER units within 6" of this model.
All friendly CHAPTER units within 6" of this model can use the Chaplain's Leadership instead of their own.
This model has a 4+ invulnerable save.
At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
During deployment, 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 Primaris Lieutenant is treated as a seperate unit.
<CHAPTER> units within 6"of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succuming to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
This model has a 5+ invulnerable save.
This model must perform a Heroic Intervention if it is able to do so. It can perform a Heroic Intervention if there are any enemy units within 6" of it instead of 3" if any of those enemy units is a CHARACTER, and when doing so can move up to 6" instead of 3" so long as it ends that move closer to the closest enemy CHARACTER model
Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the charater does not lose a wound but this unt suffers a mortal wound.
Roll a dice each time a friendly <CHAPTER> BIKER CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the charater does not lose a wound but this unt suffers a mortal wound.
Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
When a friendly ULTRAMARINES CHARACTERmodel within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
4"
3+
3+
5
5
4
3
7
2+
4"
3+
3+
5
5
4
4
8
2+
Before any models are deployed at the start of the game, this unit containing 6 models may be split into two units, each containing 3 models. A unit containing 9 models may be split into three units, each containing 3 models.
If a model with Centurian Assault Launchers finishes a charge move within 1" of an enemy unit, roll a D6 - on a 4+ that unit suffers a mortal wound.
Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a Centurian Sergeant.
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
3
9
3+
Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
If this model is equipped with ironclad assault launchers and finishes a charge move within 1" of an enemy unit, roll a D6. On a 4+ that unit suffers D3 mortal wounds.
This model has a 5+ invulnerable save.
5"
3+
3+
4
4
2
2
8
2+
5"
3+
3+
4
4
2
3
9
2+
If this unit has a teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the teleport homer, it is deactivated and removed from the battlefield. Whilst there are friendly <CHAPTER> teleport homers on the battlefield, this unit can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove this unit and then set it up with all models within 6" of a friendly <CHAPTER> teleport homer. That teleport homer is then removed from the battlefield.
Models in this unit have a 4+ invulnerable save but you must halve the result of the dice rolled when dertermaining har far this model advances.
This model has a 5+ invulnerable Save.
Roll a D6 each time a model from this unit finishes a charge move within 1" of an enemy unit; on a 6, that unit suffers a mortal wound.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
14"
3+
3+
4
5
4
2
7
3+
Models embarked on this vehicle can shoot in their Shooting phase. They measure ranged and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. Note that the passangers cannot shoot if this model Falls Back, even those this model itself can.
Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models.
Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
In each of youe shooting phases, choose one of the following effects: Targeting Data Skull: Add 1 to hit rolls made for a single friendly CHAPTER unit within 12" of this model until the end of the phase. Repair Skull: Choose a single CHAPTER VEHICLE within 12" of this model. That model regains 1 lost wound. Vox Skull: Subtract 1 from Morale tests taken for friendly CHAPTER units within 12" of this model until your next shooting phase.
When resolving an attack made with a ranged weapon against this model by a model that can FLY, subtract 1 from the hit roll.
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Aireborne, Hard to Hit, and Supersonic abilitied until beginning of your next Movement Phase.
Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of its Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase.
Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons.
Roll a D6 each time this models finishes a charge move within 1" of an emeny unit; on a 4+ that unit suffers D3 motal wounds.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone.
You can re-roll any failed hit rolls from friendly CHAPTER units within 6" of this model.
6"
3+
3+
4
4
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
1
6
4+
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
16"
Pistol 1
5
-1
1
-
3"
Pistol 1
4
-3
2
-
8"
Assault 2d6
4
0
1
This weapon automatically hits its target.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
18"
Assault 6
4
0
1
-
18"
Assault D6
4
0
1
-
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
24"
Assault 2
6
-4
1
-
36"
Heavy 1
8
-4
1
-
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
24"
Assault 3
4
0
1
-
36"
Heavy 1
4
-2
2
-
18"
Assault D3
7
-3
1
-
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
30"
Heavy 12
5
-1
1
-
24"
Heavy D3
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.
36"
Heavy D6
8
-4
1
-
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
24"
Heavy 6
5
-1
1
-
Melee
Melee
x2
-3
D6
-
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
36"
Heavy 3
4
-1
1
-
Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
18"
Assault 1
6
-1
D3
-
12"
Pistol 1
4
-1
1
-
24"
Assault 2
4
0
1
-
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY.
You can re-roll hit rolls of 1 for this model when it fights if it is equipped with two melee weapons.
During deployment, 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 Lieutenant is treated as a seperate unit.
Add 2 to the Strength characteristic of this warlord.
Whilst this Warlord 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. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
When you choose this Warlord to fight with, if there are at least five enemy models within 6" of them, add D3 to this Warlord’s Attacks characteristic until the end of the phase.
When resolving an attack against a friendly IMPERIAL FISTS unit within 6" of this Warlord with a weapon that has an Armour Penetration characteristic of -1, if that unit is receiving the benefit of cover, add an additional 1 to the saving throw. This does not apply to invulnerable saving throws.
After this Warlord makes a charge move, you can select one enemy unit within 1" of this Warlord and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.
Enemy units cannot fire overwatch at this warlord.
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".
You can re-roll hit rolls for friendly ULTRAMARINES units within 6" of Marneus Calgar.
The first time this Warlord is destroyed, roll one D6 at the end of the phase. On a 4+ return this Warlord to play with D3 wounds remaining, placing them as close as possible to their previous position and more than 1" away from any enemy models.
Friendly CRIMSON FISTS units have the Defenders of Humanity ability (see Codex: Space Marines) whilst they are within 6" of this Warlord. If such a unit already has that ability, each model in that unit counts as two models for the purposes of that ability.
Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
This warlord can attempt to resist one psychic power in your opponent's Psychic phase in the same manner as a PSYKER by taking a Deny the Witch Test. When taking the test add one to the roll.
After this Warlord finishes a charge move, for each enemy unit within 1" of this warlord roll one D6; on a 2+ that unit suffers 1 mortal wound.
This Warlord always fights first in the Fight phase even if they 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 it is.
When resolving an attack made with a melee weapon by a friendly BLACK TEMPLARS unit within 6" of this Warlord, on an unmodified 6 improve the Armor penetration characteristic of that attack by 1
When a friendly BLACK TEMPLARS unit within 6" of this unit Advances or makes a charge move, add 1 to the roll
When resolving an attack made with a melee weapon against this model, subtract 1 from the roll
Melee
Melee
+2
-2
2
-
This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
When a Psychic test is taken for this Warlord for the first time in a phase, add 1 to the total.
This Warlord can generate psychic powers from any discipline that they can know powers from (rather than generating psychic powers from only one discipline).
When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can reroll the wound roll.
If this model is within 1" of any enemy CHARACTER models at the start of the fight phase, it can fight 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 who's turn is taking place.
In your shooting phase, one model from your army with an Orbital Comms Array that has not been used this battle can use it to call an orbital barrage. If it does select a point on the battlefield and roll a D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers D3 mortal wounds.
When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have.