48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer. 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 * 6+ * 6 7 10 * 7 3+ This model can transport 12 Renegade and Heretic models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. - M BS A 6-10+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. - M BS A * 6+ * 6 7 11 * 7 3+ 6-11+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 16" Heavy 2D6 6 -1 1 This weapon automatically hits it's target. 8" Heavy D6 * -3 1 This weapon automatically hits it's target. In addition, it wounds on a 2+, unless it is targeting a <B>VEHICLE, in which case it wounds on a 6+. 24" Assault D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. - Melee User -1 1 9" 4+ 4+ 5 5 6 1 7 4+ 8" 4+ 4+ 5 6 6 1 7 3+ This model can transport 12 RENEGADES AND HERETICS INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models. Before this model moves in your Movement phase, you can declare it will hover. It's 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+ * 7 7 14 3 7 3+ - M BS - 8-14+ 20-45" 4+ 4-7 20-30" 5+ - 1-3 20" 6+ - 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 it's Move characteristic by 20" until the end of the phase - do not roll a dice. Models may disembark from this vehicle at any point during its move, but if the Valkyrie moves more than 20", you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase. * 6+ * 7 8 12 * 7 3+ - M BS A 7-12+ 10" 4+ 3 4-6 7" 5+ D3 1-3 4" 6+ 1 36" Heavy D6 6 -2 D3 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. 48" Heavy 4 7 -1 2 72" Heavy 1 8 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 36" Heavy D6 7 -3 1 36" Heavy D6 8 -3 2 If you make one or more hit rolls of 1, the bearer suffers D6 mortal wounds after all of this weapon's shots have been resolved. If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, it suffers 6 mortal wounds and cannot fire any plasma cannons for the rest of the battle. * 6+ * 6 6 11 * 7 3+ - M BS A 6-11+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 48" Heavy 4D6 4 0 1 This weapon can target units not visible to the bearer. You can re-roll failed wound rolls for this weapon. * 6+ * 6 6 11 * 7 3+ - M BS A 6-11+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 72" Heavy 8 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. * 5+ * 9 8 26 * 8 3+ - M BS A 14-26 10" 4+ 9 7-13 7" 5+ 6 1-6 4" 6+ 3 This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units are within 1" of it (but only its twin heavy bolter or twin heavy flamer can target units that are within 1" of it - its other guns 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 firer. 72" Heavy 2D6 9 -3 3 - Melee User -2 D3 * 6+ * 6 7 10 * 7 3+ - M BS A 6-10+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 36" Heavy 6 6 0 1 36" Heavy 6 4 0 1 72" Heavy 1 8 -2 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result * 6+ * 7 7 11 * 7 3+ - M BS A 6-11+ 8" 4+ 3 3-5 6" 5+ D3 1-2 4" 6+ 1 48" Heavy D6 6 -1 D3 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonuses to their saving throw for being in cover. 3" 6+ 4+ 3 5 3 1 7 3+ 6" 4+ 4+ 3 3 1 1 6 5+ 36" Heavy 1 12 -4 D6 If this weapon succesfully 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 6 the weapons damage is increased to 3D6 A Rapier Laser Destroyer can only fire if at least one of the Guard Crew it was deployed with is within 3". If both of the Guard Crew the Rapier Laser Destroyer was deployed with are slain, the Rapier Laser Destroyer is also removed as slain. A Rapier Laser Destroyer and its Renegade crew must be deployed as a single group within 3" of each other, and must remain within this distance throughout the battle, but are otherwise treated as separate units. The Renegade 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. A Heavy Quad Launcher can only fire its ranged weapon if a friendly RENEGADES AND HERETICS Guardsman Crew is within 3". A single Crew model cannot operate multiple Heavy Quad Launchers in this way in a single turn. If all of the renegade crew within 6" of a Heavy Quad Launcher are slain, it immediately shuts down and is removed from play. A Heavy Quad Launcher battery and its renegade crew must be deployed as a single group within 3" of each other, and must remain within this distance throughout the battle, but are otherwise treated as separate units. The Renegade 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. 48" Heavy 4D6 5 0 1 This weapon can targets that are not visible to the bearer 0" - 4+ 4 7 6 - 7 4+ 6" 4+ 4+ 3 3 1 1 6 5+ 48" Heavy D6 6 -1 D3 This weapon can targets that are not visible to the bearer 0" - 4+ 4 7 6 - 7 4+ 6" 4+ 4+ 3 3 1 1 6 5+ A Heavy Mortar can only fire its ranged weapon if a friendly RENEGADES AND HERETICS Guardsman Crew is within 3". A single Crew model cannot operate multiple Heavy Mortars in this way in a single turn. If all of the renegade crew within 6" of a Heavy Mortar are slain, it immediately shuts down and is removed from play A Heavy Mortar battery and its renegade crew must be deployed as a single group within 3" of each other, and must remain within this distance throughout the battle, but are otherwise treated as separate units. The Renegade 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. This model has a 5+ Invulnerable save against shooting attacks. This model can fall back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons (but only its heavy bolters can target units that are within 1" of it - its other guns 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. * 5+ * 8 8 22 * 8 3+ - M BS A 11-22+ 10" 4+ 3 5-10 7" 5+ D3 1-4 4" 6+ 1 240" Heavy 2D6 9 -2 D3 Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer This model can transport 12 RENEGADE AND HERETICS models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models. This model may not transport OGRYNS 20-30" 6+ 4+ 6 6 8 1 7 3+ Before this model moves in your movement phase, you can declare it will hover. Its move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next movement phase. At the end of your model's movement, roll a D6. On a roll of a 6 this model immediately regains a lost wound. * 6+ * 6 6 11 * 7 3+ - M BS A 6-11+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 240" Heavy D6 9 -3 D3 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. - M BS A 6-12+ 12" 4+ 3 * 6+ * 7 8 12 * 7 3+ 3-5 8" 5+ D3 1-2 4" 6+ 1 240" Heavy 2D6 6 -2 D3 This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. 0" - 4+ 4 7 7 - 7 4+ The first time this unit is set up, all models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a seperate unit for all rule purposes. 6" 3+ 3+ 3 3 4 3 * 5+ This model has a 5+ Invul save 6" 4+ 4+ 3 4 4 3 8 * This model has a 4+ invulnerable save. 1 1 2 Renegade and Heretics Dicipline If this model suffers Perils of the Warp and survives, immediately increase its WS to 2+, its Strength to 8 and its attacks to 5. Also, adjust the AP and Damage of its Bare hands to -2 and 2 Respectively 1 1 1 Renegade and Heretics Dicipline If this unit suffers Perils of the Warp, it suffers D3 mortal wounds, but units within 6" will only suffer damage if Perils of the Warp causes the last model in the manifesting unit to be slain. Each time you take a Psychic test or Deny the Witch test for this unit, you may choose to roll 3D6 instead of 2D6: if you do so, this unit suffers D3 mortal wounds. If all the models in the unit is slain the test is automatically failed. 6" 5+ 5+ 3 3 3 1 8 - Melee Melee User 0 1 This model has a 5+ invulnerable save. 6" 4+ 4+ 3 3 1 2 * 6+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 6" 4+ 4+ 3 3 1 1 * 6+ 6" 4+ 4+ 3 3 1 2 5 6+ 6" 5+ 5+ 3 3 1 1 * 6+ 6" 4+ 4+ 3 3 1 2 * 6+ 6" 5+ 5+ 3 3 2 2 * 6+ 6" 5+ 5+ 3 3 1 1 * 6+ 6" 5+ 5+ 3 3 1 1 * 6+ The first time this unit is set up, roll a D6 and apply the following result. On a 1, remove D6 models in the unit as they are slain when their mutation runs amok. On a 2-3, add 2" to the unit’s Move characteristic for the duration of the battle. On a 4-5, add 1 to the unit’s Attacks characteristic in a turn in which it made a charge move. On a 6, add 1 to the unit’s Toughness. 6" 4+ 5+ 3 3 1 2 * 6+ 6" Pistol 1 3 0 1 6" Pistol 1 3 0 1 7" 4+ - 5 5 4 D6 9 5+ Melee Melee User -2 2 When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below. 1: Razor Claws: The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase. 2: Grasping Pseudopods: Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase. 3: Toxic Haemorrhage: You can re-roll failed wound rolls for this unit until the end of the Fight phase. Enemy units within 1" of any Chaos Spawn must substract 1 from their Leadership. 6" 3+ 3+ 3 3 1 1 * 5+ 6" 3+ 3+ 3 3 2 2 * 5+ All friendly units with a Vox Caster within 120" of a command vox net can use this unit's Leadership for Morale tests if it's higher Enemy <IMPERIUM> units substract 1 from their Leadership characteristic whilst they are within 6" of any models with a Banner of the Apostate. Whenever a RENEGADES AND HERETICS model is slain in the fight phase within 6" of this unit, it may immediately make a single attack against the unit that killed it. 6" 3+ 3+ 3 3 1 1 * 5+ 6" 3+ 3+ 3 3 1 2 * 5+ 6" 3+ 3+ 3 3 2 2 * 5+ 6" 3+ 3+ 3 3 1 1 * 5+ 6" 3+ 3+ 3 3 1 2 7 5+ Whenever you must take a Morale test for this unit, instead of taking the test, roll a D6. On a 2+ the test is passed regardless of modifiers, on a 1 the unit is removed from play. 6" 3+ 5+ 4 3 3 3 7 5+ Melee Melee User 0 1 - Your opponent must substract 1 from hit rolls for attacks that target this unit in the Shooting phase. Additionally, models in the unit gain +1 for their saving throw if they are in cover. All models in this unit have a save characteristic of 4+ instead of 5+. The entire unit also gains Krak grenades. You can reroll failed hit rolls for this unit in the Fight phase. 6" 3+ 3+ 3 3 2 2 8 5+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 6" 3+ 4+ 5 5 3 3 6 5+ Melee Melee User -1 D3 Melee Melee User 0 1 Attack with this weapon before the Mauler Hounds make their attacks. If this weapon causes 1 or more unsaved wounds on an enemy unit, the Mauler Hounds get +1 to their hit rolls against the same unit this turn 6" 4+ - 5 5 2 2 6 5+ Melee Melee User 0 1 A unit that suffers 1 or more unsaved wounds from this weapon adds +1 to the dice roll for the subsequent morale test 6" 3+ 4+ 5 5 3 3 6 5+ Melee Melee +1 -1 2 6" 3+ 4+ 5 5 4 4 7 5+ Melee Melee 10 -3 D3 Reroll failed wound rolls on <VEHICLE> 6" 3+ 4+ 5 5 3 3 6 - At the start of the Fight phase you may activate the combat stimms - if so, roll a D6. On a 1, one Plague Ogryn in the unit is immediately slain. on a 2-6, each Plague Ogryn increases their Attack characteristic by 1. On a 6, each Plague Ogryn in the unit gains D3 Attacks (roll for each unit). Each time a Plague Ogryn is slain in the fight phase, nearby units are showered in Plague Bile, roll a dice for every unit within 3" that does not have the Nurgle Keyword, on a 4+, that unit suffers a mortal wound Regardless of the Chaos Covenant your warlord chooses, Plague Ogryns always (and only) benefit from the Covenant of Nurgle. Melee Melee User -1 D3 Reroll failed wound rolls on Non - <VEHICLE> models 6" 5+ 5+ 3 3 2 2 * 6+ If this unit contains a model with a Chaos sigil, when taking a Morale test for this unit, roll one additional D6 and discard the highest result. If two of the highest results are the same, select one of those dice to discard. A unit equipped with a Vox-caster rolls two dice when determining its Leadership value and picks the highest. * 6+ * 7 8 18 * 8 3+ - M BS A 10-18+ 10" 4+ 3 5-9 7" 5+ D3 1-4 4" 6+ 1 * 6+ * 7 8 18 * 8 3+ - M BS A 10-18+ 10" 4+ 3 5-9 7" 5+ D3 1-4 4" 6+ 1 Add 1 to hit rolls for the model when firing overwatch. * 6+ * 6 7 12 * 7 3+ 6-12+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 - M BS A 36" Heavy D6 10 -3 D3 This weapon can target units not visible to the bearer. An Eathshaker Carriage Battery and its Guardsmen Crew must be deployed as a single group within 3" of each othe, and must remain within this distance throughot the battle, but are otherwise treated as seperate units. The guardsmen 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. An Eartshaker Carriage Battery can only fire its ranged weapon if a friendly <RENEGADE> guardsman crew model is within 3". A single Guardsman model cannot operate multiple Earthshaker Carriages in this way in a single turn, if all of the guardsmen crew within 6" of an earthshaker Carriage are slain, it immediately shuts down and is removed from play. 0" - 4+ 4 7 7 - 7 4+ A Medusa Carriage Battery can only fire its ranged weapon if a friendly <RENEGADE> guardsman crew model is within 3". A single Guardsman model cannot operate multiple Medusa Carriages in this way in a single turn, if all of the guardsmen crew within 6" of an Medusa Carriage are slain, it immediately shuts down and is removed from play. A Medusa Carriage Battery and its Guardsmen Crew must be deployed as a single group within 3" of each othe, and must remain within this distance throughot the battle, but are otherwise treated as seperate units. The guardsmen 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 D6 10 -3 D3 This weapon can targets that are not visible to the bearer. 48" Heavy D6 10 -3 D3 When attacking <BUILDING>, increase this weapon's damage characteristics to D6 72" Heavy 2D6 8 -2 D6 60" Heavy 2D6 8 -3 2 60" Heavy 2D6 9 -3 3 On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved. 72" Heavy2D6 8 -2 D3 72" Heavy 2 9 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 60" Heavy 15 6 -2 2 If this model does not move during the Movement phase, in the preceding Shooting phase, change this weapon’s Type to Heavy 30 until the end of the turn. 6" Grenade D6 8 -3 D3 Each demolition charge can only be used once per battle. 6" Pistol 1 3 0 1 Melee Melee User 0 1 Melee Melee User 0 1 A unit that suffers 1 or more unsaved wounds from this weapon adds +1 to the dice roll for the subsequent morale test Melee Melee User -2 2 Melee Melee +1 -1 2 Melee Melee 10 -3 D3 Reroll failed wound rolls on <VEHICLE> 6" 3+ 3+ 3 3 4 3 * 5+ This model has a 5+ Invul save Whenever a RENEGADES & HERETICS INFANTRY unit within 3" of this model must take a Morale test, do not take the test. Instead, D3 models in the unit are slain and the test is automatically passed. Any INFANTRY unit with this keyword adds 1 to its Strength in a turn in which it has charged. Any INFANTRY unit with this keyword gains a 6+ invulnerable save against attacks with a Strength of 4 or less. Any INFANTRY unit with this keyword may roll two dice when making an Advance, and choose the highest result (discarding the lowest). Additionally, they may roll 3D6 when making a charge move and choose the two highest results (discarding the lowest) Any INFANTRY unit with this keyword gains +1 to hit when firing Overwatch. If this model is reduced to 0 wounds, roll a dice. On a 2+ it explodes, and each unit within 2D6" suffers D6 mortal wounds. If this model attacks a VEHICLE with its neutron laser projector, roll two dice when inflicting damage with it and discard the lowest result. 10-20+ 10" 4+ 3 5-9 7" 5+ D3 1-4 4" 6+ 1 * 6+ * 7 8 20 * 8 3+ - M BS A 72" Heavy 2D3 14 -4 D6 Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its Shooting hit roll until the end of its controlling player’s next turn. 72" Heavy 1 8 -2 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 36" Heavy D6 5 -1 1 Enemy <IMPERIUM> units substract 1 from their leadership whilst they are within 6" of ony models with a banner of the apostate Whenever a <RENEGADE & HERETIC> model is slain in the fight phase within 6" of this unit, it may immediately make a single attack against the unit that killed it. Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array. If a vehicle with a Dozer Blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase. A vehicle with Track Guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds). Before the game starts, choose one of the following abilities, these apply for the duration of the battle. - Stalkers: Your oponent must substract 1 from hit rolls for attacks that target this unit in the shooting phase. additionally, models in the unit gain +1 for their saving throw if they are in cover - Murder Cultists: You can reroll failed hit rolls for this unit in the fight phase - Hereteks: All models in this unit have a save characteristic of 4+ instead of 5+. The entire unit also gains Krak grenades Melee Melee User -1 D3 Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 7 12 Choose an enemy unit within 12", it immediately suffers D3 mortal wounds. Against VEHICLES, it inflicts D6 mortal wounds instead. 7 12 Choose an enemy unit within 12", if that unit takes a Morale test in this battle round, subtract D3 from its Leadership characteristic until the end of the battle round. 10 6" Every RENEGADES AND HERETICS INFANTRY unit (except this unit) within 6" re-rolls failed charge rolls and re-rolls failed hit rolls and wound rolls in the Fight phase for the rest of the turn. At the start of the Morale phase, each affected unit suffers D3 mortal wounds. 36" Heavy 3 6 0 1 * 6+ * 6 7 11 * 7 3+ * 6+ * 7 8 12 * 7 3+ If this unit makes a charge move, add 1 to the Attacks characteristic of every model in the unit until the end of the turn. At the start of the fight phase you may activate the combat stimms - If so, roll a D6. On a 1. One Ogryn in the unit is immediately slain. on a 2-6, each Ogryn increases their attack characteristick by 1. On a 6, each Ogryn in the unit gains D3 Attacks (roll for each unit) At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking first turn moves their units first. 72" Heavy 1 8 -2 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 36" Heavy 6 4 0 1 6" 4+ 4+ 3 3 1 1 6 5+ 240" Heavy D6 9 -3 D3 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer * 5+ * 8 8 22 * 8 3+ - M BS A 11-22 10 4+ 3 6-10 7" 5+ D3 1-5 4" 6+ 1 The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. 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 crashes in a fiery explosion 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. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units are within 1" of it (but only its heavy bolters or heavy flamers can target units that are within 1" of it - its other guns 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 firer. This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. The first time this unit is required to make a Morale test, roll a D6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference. During deployment, you can set this unit up in the skies instead of placing it on the battlefield. At the end of any of your movement phases, this unit may fly into battle - set it up anywhere on the battlefield that is more than 9" away from enemy models. This unit cannot charge, can only be charged by units that can FLY, and can only attach 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 does not suffer the penalty to turret weapon hit rolls for shooting a Heavy weapon on a turn in which it has moved. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon & punisher gatling cannon. Roll an additional D6 when determining this unit's Uncertain Worth, and choose the highest of the two dice rolls. In addition, add 3 to the roll instead of 2. See Force-level Covenant entry, if any. 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 characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle cannon.