*
3+
3+
*
8
20
*
9
3+
-
M
S
A
11-20+
12"
10
8
4-10
10"
8
6
1-3
8"
5
4
A Greater Brass Scorpion of Khorne can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the Infantry keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Greater Brass Scorpion of Khorne can move and fire Heavy weapons wihtout suffering the penalty to its hit rolls. Finally, the Greater Brass Scorpion of Khorne only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
When the Greater Brass Scorpion of Khorne makes a charge move, roll 3D6 and add the results together to determine the maximum distance up to which it may charge.
When a Psyker attempts to manifest a psychic power that inflicts mortal wounds on the Greater Brass Scorpion of Khorne, the Psyker suffers Perils of the Warp on any roll of a double, not just double 1 or double 6 as would normally be the case. Furthermore, this model cannot be targeted by psychic powers manifested by friendly PSYKERS.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 4+ it explodes and each unit within 2D6" suffers D6 mortal wounds.
Melee
Melee
+4
-4
6
-
36"
Heavy 10
6
-2
2
-
8"
Pistol 2D6
User
-2
1
This weapon automatically hits its target.
24"
Heavy D6
12
-3
D6
Against Vehicle, Building, and Monster units, this weapon's attacks are Damage 2D6 rather than D6.
*
4+
3+
*
7
12
*
7
3+
-
M
S
A
8-12+
14"
6
3
4-7
10"
5
D3
1-3
6"
4
1
If a Greater Blight Drone is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 4+ it explodes, and each unit withint 7" suffers D3 mortal wounds.
At the start of the first battle round but before the turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy units. If both players have units that can do this, the player who is taking the first turn moves their units first.
12"
Pistol D3
8
-2
D3
You can re-roll any wound rolls of 1 when attacking with this weapon.
Melee
Melee
User
-2
D3
You can re-roll wound rolls of 1 when attacking with this weapon.
36"
Heavy 4
7
-1
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
*
3+
4+
*
7
10
*
7
3+
-
M
S
A
7-10+
10"
8
6
4-6
8"
7
5
1-3
6"
6
4
At the start of every Fight phase where this model is within 1" of any enemy Infantry units, it gains +2 to its current Attacks characteristic for the duration of the phase.
When this model Advances, add 6" to its Move characteristic instead of rolling a dice.
This model may not Fall Back if within 1" of any enemy Infantry units.
Melee
Melee
+2
-3
3
A model equipped with two slaughter blades may make 1 additional attack with the weapon each time it fights.
Melee
Melee
+2
-3
3
A model equipped with two slaughter blades may make 1 additional attack with the weapon each time it fights.
12"
Assault 1
8
-3
3
If the bearer charges a Vehicle or Monster unit it has previously successfully hit with this weapon in the Shooting phase of the same turn, add +2 to their charge rolls.
10"
3+
3+
7
7
8
5
8
3+
Melee
Melee
+2
-3
3
-
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
24"
Assault 2D3
2
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score of a '1', then the firing unit suffers 1 mortal wound. This effect can only occur once per phase regardless of how many results of 1 are rolled.
24"
Assault 5
6
-2
1
-
*
3+
3+
*
8
22
*
9
3+
-
M
S
A
11-22+
12"
10
5
5-10
10"
8
4
1-4
8"
5
3
A Kytan Ravager can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the Infantry keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Kytan Ravager can move and fire Heavy weapons wihtout suffering the penalty to its hit rolls. Finally, the Kytan Ravager only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
When making advance rolls for this model, roll 2D6 to determine the maximum distance it may move.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
48"
Heavy 8
8
-2
2
-
Melee
Melee
x2
-4
6
-
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
36"
Heavy 4
8
-1
2
If a unit has any models slain by this weapon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the S by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at S6, AP0, causing 1 Damage. These additional hits do not trigger further hits themselves.
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
*
*
*
7
7
10
4
8
3+
-
M
WS
BS
6-10+
9"
2+
2+
3-5
6"
3+
3+
1-2
4"
4+
4+
A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a PSYKER, in which case it suffers D6 mortal wounds instead.
18"
Assault 2
8
-3
2
If any hit rolls made in a given phase results in a score of a 1, then the firing unit suffers 1 mortal wound.
24"
Heavy D3
7
-3
D3
-
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
24"
Heavy 6
7
-1
1
-
*
*
*
8
8
16
4
9
2+
-
M
WS
BS
9-16+
10"
5+
3+
5-8
5"
4+
4+
1-4
3"
3+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D6 mortal wounds unless it is a PSYKER, in which case it suffers 2D3 mortal wounds.
This model can transport 10 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models). If the Accursed Phylactery ability has been selected, then this model may only transport six models.
The fallen and tormented souls bound to the phylactery constantly swirl about the Hellforged Proteus in battle. All units within 9" (both friendly and enemy) must subtract 1 from their Leadership, and if any enemy units attempt to enter the game from a position that is not represented on the tabletop (i.e., in orbit, teleport, from the hidden halls of the Webway, etc) anywhere within 12" of the Hellforged Land Raider Proteus, the arriving unit's controlling player must roll a D6. If the score is a 1 or a 2 then the unit suffers D3 mortal wounds as it is deployed on the battlefield.
Melee
Melee
User
-3
1
-
48"
Heavy D6
5
0
1
-
*
*
*
8
8
19
4
9
2+
-
M
WS
BS
10-19+
10"
5+
3+
5-9
5"
4+
4+
1-4
3"
3+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D6 mortal wounds unless it is a PSYKER, in which case it suffers 2D3 mortal wounds.
This model can transport 6 <LEGION> Infantry models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
This model has a 4+ invulnerable save.
48"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
*
*
*
6
7
11
4
8
3+
-
M
WS
BS
7-11+
12"
5+
3+
3-6
6"
4+
4+
1-2
3"
3+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
A model with this ability can make D3 additional Attacks during the Fight phase if it successfully charged in the same turn.
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage with it and discard the lowest result.
36"
heavy 2D3
7
-3
2
-
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
48"
Heavy 2D3
7
-1
3
-
*
*
*
6
7
11
4
8
3+
-
M
WS
BS
7-11+
12"
5+
3+
3-6
6"
4+
4+
1-2
3"
3+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
On any turn in which the Scorpius does not move during the Movement phase, it may fire its Scorpius multi-launcher twice in the following Shooting phase.
48"
Heavy 3D3
6
-2
2
This weapon may target enemy units the bearer cannot see.
*
4+
*
6
7
14
*
8
3+
-
M
BS
A
7-11+
14"
3+
4
3-6
10"
4+
3
1-2
8"
5+
2
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6 made with this weapon increases the AP of that individual wound to -3.
*
4+
*
6
7
14
*
8
3+
-
M
BS
A
7-11+
14"
3+
4
3-6
10"
4+
3
1-2
8"
5+
2
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
If, in the preceding turn, a Hellforged Sicaran Venerator has caused any enemy model to be removed as a casualty, it rolls an additional dice when making wound rolls for its Malignatas beam laser and discards the lowest dice before calculating the result of the roll.
36"
Heavy 1
*
-5
2D6
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model's Ld characteristic; if the total equals or exceeds it then the target model is wounded.
*
*
*
8
8
20
4
9
2+
-
M
WS
BS
12-20+
10"
5+
3+
6-11
5"
4+
4+
1-5
3"
3+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds, unless it is a PSYKER, in which case it suffers 2D3 mortal wounds instead.
This model can transport 25 <LEGION> Infantry models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
At the end of any Movement phase in which one or more units disembarks from a Hellforged Spartan, roll a D6. On the roll of a 1, one model from a disembarking unit, chosen by the controlling player, is slain. The number of models removed due to the effects of this rule are counted as slain models for the Spartan's Machina Malefica ability at the end of the turn.
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
This model does not suffer the penalty to its hit rolls for moving and firing Heavy weapons.
48"
Heavy 4
9
-3
D6
-
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a 3-5, the weapon's damage is increased to 2D6. On a result of a 6, the weapon's damage is increased to 3D6.
*
*
*
7
7
14
2
8
3+
-
M
WS
BS
10-14+
7"
4+
2+
5-9
5"
5+
3+
1-4
3"
6+
4+
A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulneralbe save against Melee attacks in the Fight phase.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
At the beginning of any turn, the controlling player may declare that the helical targeting array is active. While the helical targeting array is active, the Hellforged Deredeo Dreadnought may not move, Advance, or charge in any phase, but adds 1 to its hit rolls for targeting vehicles with the FLY keyword. The helical targeting array remains active from the start of the turn in which their use is declared until the beginning of the controlling player's next turn. The helical targeting array may be activated any number of times during a game, but not in consecutive turns.
All friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
36"
Heavy 8
8
-1
2
If a unit has any models slain by this weapon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a 1, then the firing unit suffers 1 mortal wound.
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model's Ld characteristic; if the total equals or exceeds the Ld characteristic then the target model is wounded.
48"
Heavy 3D3
6
-1
1
This weapon can target units that are not visible to the bearer.
A Hellforged Rapier can only fire its ranged weapon if a friendly <LEGION> Chaos Space Marine Crewman model from the same unit is within 3". A single Chaos Space Marine Crewman cannot operate multiple Hellforged Rapiers in this way in a single turn. If all of the Chaos Space Marine Crewman from the same unit within 6" of a Hellforged Rapier are slain, it loses the Artillery ability and gains the Daemon Unleashed ability and operates under the rules of that ability instead.
A Hellforged Rapier gains this ability if all Chaos Space Marine Crewmen in the same unit are slain. While a Hellforged Rapier has this ability, it must move as far as possible directly towards the nearest visible enemy during the Movement phase (it does not have to Advance, but may do so if the controlling player wishes), it may fire normally in the Shooting phase, even if no friendly Chaos Space Marine Crewman are within 6" and must declare a Charge in the Charge phase if there are any enemy units within 12" at the beginning of that phase.
4"
6+
3+
3
5
4
2
8
3+
6"
3+
3+
4
4
1
1
8
3+
When a Hellforged Rapier Battery is set up on the battlefield, all models are set up in unit coherency. From that point onwards, all the Hellforged Rapier batterys are treated as one unit and all the Chaos Space Marine Crew are treated as another. Chaos Space Marine Crew may only be chosen as a target in the Shooting phase if they are the closest visible unit to the model that is shooting.
36"
Heavy 12
5
-1
1
-
*
*
*
8
8
14
4
8
2+
8-14+
8"
2+
2+
4-7
5"
3+
3+
1-3
3"
4+
4+
-
M
WS
BS
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
18"
Heavy D3
9
-5
2
If the target model has any of the Monster, Vehicle, or Titanic keywords then the amount of damage suffered becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Melee
Melee
x2
-4
4
-
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
15"
4+
5+
*
7
10
*
8
3+
8-10+
7
4
4-7
5
3
1-3
3
D3
This model can transport 10 <LEGION> INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other models. This model can instead transport a single HELLFORGED CONTEMPTOR DREADNOUGHT, CHAOS DECIMATOR or HELBRUTE, and no other models. It cannot transport a HELLFORGED LEVIATHAN DREADNOUGHT or HELLFORGED DEREDEO DREADNOUGHT.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
Instead of deploying this model with the rest of your army, you can set it up, alogn with any units embarked within it, in orbit, ready for a Drop Pod Assault If you do so, it can make a Drop Pod Assault at the end of any of your Movement phases. When it does so, set it up anywhere on the battlefield that is more than 9" from any enemy models. Any models embarked inside must immediately disembark, but they cannot be set up within 9" of any enemy models. Any models that cannot be set up because there is not enough room are slain.
Instead of deploying this model with the rest of your army, you can set it up, along with any units embarked within it, in orbit, ready for a Drop Pod Assault. If you do so, it can make a Drop Pod Assault at the end of any of your Movement phases. When it does so, set it up anywhere on the battlefield that is more than 9" from any enemy models. Any models embarked inside must immediately disembark, but they cannot be set up within 9" of any enemy models. Any models that cannot be set up because there is not enough room are slain.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
This model can transport 20 <LEGION> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models, or it can be used to transport a single HELLFORGED CONTEMPTOR DREADNOUGHT, HELLFORGED RAPIER BATTERY, or CHAOS HELBRUTE and no other models.
15"
4+
4+
*
8
16
*
8
3+
1-4
5
D6
10-16+
9
8
5-9
7
6
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead.
*
*
*
8
9
22
6
9
2+
-
M
WS
BS
17-22+
10"
5+
2+
6-16
5"
4+
3+
1-5
3"
3+
4+
If, in the preceeding turn, a Hellforged Cerberus has caused any enemy model to be removed as a casualty, the player rolls an additional dice when making wound rolls for its Malignatas beam cannon and discards the lowest dice before calculating the result of the roll.
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Melee
Melee
User
-2
2
-
6"
Pistol D6
6
-1
1
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
24"
Heavy 3
6
-1
1
-
6"
Pistol D6
8
-1
D3
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
Melee
Melee
16
-5
2D6
Normal attacks may not be made using this porifle, instead if the Hellforged Kharybdis successfully charges a model with the Vehicle, Monster, or Titanic keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
72"
Heavy 4
*
-6
4+D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model's Ld characteristic. If the total equals or exceeds the ld characteristic then the target model is rounded.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead.
*
*
*
8
9
22
7
9
2+
-
M
WS
BS
17-22+
10"
5+
2+
6-16
5"
4+
3+
1-5
3"
3+
4+
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
24"
Heavy 2D6
10
-5
3
If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead.
*
*
*
9
9
26
8
9
2+
-
M
WS
BS
14-26+
10"
5+
3+
7-13
7"
4+
5+
1-6
4"
3+
5+
Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (however, its fellblade accelerator cannon and demolisher cannon must target units that are more than 1” away). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
100"
Heavy 2
14
-4
6
-
100"
Heavy 2D6
8
-3
2
When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Melee
Melee
User
-3
D3
-
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead.
*
*
*
9
9
26
8
9
2+
-
M
WS
BS
14-26+
10"
5+
3+
7-13
7"
4+
5+
1-6
4"
3+
5+
Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (however, its twin volcano cannon must target units that are more than 1” away). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting Titanic units with this weapon.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead.
*
*
*
9
9
30
8
9
2+
16-30+
10"
5+
3+
5+
8-15
7"
4+
4+
6+
1-7
4"
3+
5+
7+
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (but only its hellflamers and lascannons can target units that are within 1” of it – its other ranged weapons must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
At the end of any Movement phase in which one or more units disembarks from a Hellforged Mastadon, roll a D6. On the roll of a 1, one model from a disembarking unit, chosen by the controlling player, is slain. The number of models removed due to the effects of this rule are counted as slain models for the Mastadon's Machina Malefica ability at the end of the turn.
A Hellforged Mastodon is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from their hulls in layers and designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case, roll one dice for each mortal wound that has been inflicted on the Hellforged Mastodon, with the mortal wound being ignored if the save roll is passed.
This model can transport 40 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models). It may also transport up to two HELLFORGED CONTEMPTOR DREADNOUGHTS, CHAOS DECIMATORS, or CHAOS HELBRUTES, each taking up the space of ten models.
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 from the hit rolls made for this weapon against all other targets.
12"
Heavy 4D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
18-60"
6+
3+
6
6
8
2
8
3+
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
When attacking units that can Fly, add 1 to your hit rolls for this model.
36"
Heavy 2
6
-2
3
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
*
6+
*
7
7
12
*
8
3+
-
M
BS
A
7-12+
20-60"
3+
3
4-6
20-40"
4+
D3
1-3
20"
4+
1
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING, or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent's next game turn.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit, and Supersonic abilities until the beginning of your next Movement phase.
*
6+
*
8
7
16
*
9
3+
-
M
BS
A
8-16+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
The Chaos Storm Eagle can transport 20 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
48"
Heavy 2D6
5
-1
1
-
72"
Heavy 2
8
-3
3
-
36"
Heavy 2D3
6
-1
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit, and Supersonic abilities until the beginning of your next Movement phase.
*
6+
*
8
7
16
*
9
3+
-
M
BS
A
8-16"
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
36"
Heavy 10
6
-2
2
-
36"
Heavy 6
7
-1
1
-
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers 2D6 mortal wounds.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer, and Supersonic abilities until the beginning of your next Movement phase.
*
6+
*
10
9
30
*
9
3+
-
M
BS
A
24-30+
20-50"
2+
6
15-23
20-40"
3+
4
8-14
20-30"
4+
3
The Chaos Thunderhawk Gunship can transport 30 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models. It may also transport BIKER and CAVALRY models, these also take up the space of thee other models).
1-7
20"
5+
3
When targeting this unit with shooting attacks and psychic powers, always measure to the model's hull where it would be at a tabletop level, even if it is on a flying base. In addition, unless the attacking unit can FLY, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
The Chaos Thunderhawk Gunship has a 5+ invulnerable save.
48"
Heavy 2D6
8
-2
D6
-
72"
Heavy 4
8
-3
3
-
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every Vehicle or Monster, or a D6 for every other model in the unit, up to a maximum of 132D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A Unit which consists only of Characters cannot be targeted by this ability.
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 4+ it crashes and explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer, and Supersonic abilities until the beginning of your next Movement phase.
*
6+
*
10
9
40
*
9
3+
30-40+
20-50"
2+
6
4+
20-29
20-40"
3+
4
5+
10-19
20-30"
4+
3
6+
The Chaos Sokar Pattern Stormbird can transport 50 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models. It may also transport BIKER and CAVALRY models, these also take up the space of thee other models). The Chaos Sokar Pattern Stormbird may also transport a single CHAOS RHINO, including its own transported models, occupying 25 models' worth of space. When disembarking, the Rhino may only exit via the rear of the Chaos Sokar Pattern Stormbird.
1-9
20"
5+
2
7+
When targeting this unit with shooting attacks and psychic powers, always measure to the model's hull where it would be at a tabletop level, even if it is on a flying base. In addition, unless the attacking unit can Fly, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
TheChaos Sokar Pattern Stormbird has a 5+ invulnerable save.
A Chaos Sokar Pattern Stormbird is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from their hulls in layers and designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case, roll one dice for each mortal wound that has been inflicted on the Chaos Sokar Pattern Stormbird, with the mortal wound being ignored if the save roll is passed.
So long as the Chaos Sokar Pattern Stormbird is using the Hover Jet ability (as described previously) and does not move at all during the turn, you may declare that the Chaos Sokar Pattern Stormbird is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields save is extended to all models and buildings within 8" of the Chaos Sokar Pattern Stormbird's hull and wings.
120"
Heavy 4
10
-3
2D3
-
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
*
6+
*
6
7
10
2
8
3+
6-10+
20"-70"
3+
3-5
20"-40"
4+
1-2
20"
5+
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
When attacking units that can FLY, add 1 to your hit rolls for this model.
Each time this model moves, first pivot it on the spot by up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. You may then if you wish pivot it again by up to 90 degrees to face a new direction. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
60"
Heavy D3
7
-2
2
Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
*
4+
*
8
8
14
*
7
3+
The model has a 5+ invulnerable save.
Subtract 1 from saving throws (excluding invulnerable saving throws) made for VEHICLE models whilst their unit is within 1" of any enemy PLAGUE HULK OF NURGLE models.
8-14+
7"
4+
3
4-7
5"
5+
3
1-3
3"
6+
D3
36"
Heavy D6
6
-3
2
Against INFANTRY targets, failed wound rolls for this weapon are re-rolled.
7"
Pistol D6
5
-2
1
This weapon automatically hits its target.
Melee
Melee
x2
-3
D6
-
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
6
18"
If manifested, select a visible friendly DEATH GUARD unit withn 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls which target that unit.
7
18"
If manifested, select a visble enemy unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic penalty all models in that unit suffer until the start of your next Psychic phase (this cannot reduce a characteristic to less than 1).
1
Flyblown Palsy: -1 Attack
2
Muscular Atrophy: -1 Strength
3
Liquefying Ague: -1 Toughness
5
18"
If manifested, slect a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 6.
Melee
Melee
x2
-4
4
-
Melee
Melee
x2
-3
3
-
8"
3+
3+
6
7
8
4
8
3+
At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or a piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Add 1 to this model's Attacks characteristic if it is equipped with two melee weapons. This extra attack has been added to its profile.
36"
Heavy D3
8
-3
2
For each hit roll of 1, the Hellbrute suffers a MW after all of this weapon's shots have been resolved.
8"
3+
3+
6
7
8
4
8
3+
At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or a piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Add 1 to this model's Attacks characteristic if it is equipped with two melee weapons. This extra attack has been added to its profile.
8"
Assault D6
5
-2
1
This weapon automatically hits its target. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
36"
Heavy D3
8
-3
2
For each hit roll of 1, the Hellbrute suffers a MW after all of this weapon's shots have been resolved.
48"
Heavy D3
8
-2
D3
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
36"
Assault D6
4
-1
1
Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
7-12+
10"
3+
3
3-6
5"
4+
D3
1-2
3"
5+
1
On any turn in which the Chaos Vindicator does not move in the Movement phase, it may fire twice with its laser volley cannon, but may only use volley fire if it does so.
M
BS
A
*
6+
*
6
8
12
*
8
3+
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a '1', the firing vehicle suffers 3 mortal wounds.
36"
Heavy 2
9
-3
3
-
5
18"
If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to all wound rolls made by that unit. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plague sword or any weapon with the Pague Weapon ability) inflict a mortal wound on the target in addition to any other damage.
7
14"
If manifested, select a visible enemy unit within 14" of the psyker and roll 7 dice. For each roll which exceeds the unit's Toughness characteristic, that unit suffers a mortal wound.
6
18"
If manifested, select a visible firendly DEATH GUARD INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's Strength and Toughness characteristics.
Melee
Melee
x2
-3
3
-
6"
*
*
7
8
10
*
8
3+
During deployment, you can set up this model, along with any units embarked within it, underground instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a subterranean assault – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
At the end of any turn in which a unit with this ability has slain any models in the Fight phase other than through Overwatch attacks, roll a number of D6 equal to the number of models it has slain. Each of these dice that scores a result of 5+, heals one wound on the unit with this rule. This model cannot be healed of wounds by any other means in the same turn as the one in which this ability is used.
At the end of any Movement phase in which one or more units disembarks from a Hellforged Termite, roll a D6. On the roll of a 1, one model from a disembarking unit, chosen by the controlling player, is slain. The number of models removed due to the effects of this rule are counted as slain models for the Hellforged Termite's Machina Malifica ability at the end of this turn.
When this model arrives on the battlefield performing a subterranean assault, enemy units within 12" suffer a single mortal wound.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds, unless it is a PSYKER, in which case it suffers 2D3 mortal wounds instead.
This model can transport 12 <LEGION> or <MARK OF CHAOS> INFANTRY models. It cannot, however, transport TERMINATORS, CULT OF DESTRUCTION or JUMP PACK models.
-
WS
BS
A
6-10+
4+
3+
4
3-5
5+
4+
3
1-2
6+
5+
D3
8"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Instead of moving in their Movement phase, any Chaos Character can, at the end of their Movement phase, attempt to summon a Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do so, first choose one of the four Chaos Gods - Khorne, Tzeentch, Nurgle, or Slaanesh. A Character who owes allegiance to one of the Dark Gods can attempt to summon the units of their patron - for example, a Khorne Character could only attempt to summon Khorne Daemons.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
At the beginning of each of your turns, this model heals one wound.
The model has a 5+ invulnerable save.
At the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.
If this model is equipped with two melee weapons, it gains +1 attack. This extra attack is included in its profile.
Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
This model has a 5+ invulnerable save.
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. You may then if you wish pivot it again up to 90° to face a new direction. When this model Advances, increase its Move characteristic by 20" unitl the end of the phase - do not roll a dice.
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.
Each time this model loses a wound, roll a D6; on a 5-6, it does not lose that wound.
This model does not suffer the penalty to hit rolls for moving and shooting.