Household Faction Modifiers * * * 8 8 27 4 9 3+ - M WS BS 15-27+ 14" 3+ 3+ 7-14 10" 4+ 4+ 1-6 7" 5+ 5+ Household Faction Modifiers * * * 8 8 27 4 9 3+ - M WS BS 15-27+ 14" 3+ 3+ 7-14 10" 4+ 4+ 1-6 6" 5+ 5+ When resolving an attack made by this model against a TITANIC unit, add 1 to the hit roll. Household Faction Modifiers * * * 8 8 27 4 9 3+ - M WS BS 15-27+ 14" 3+ 3+ 7-14 10" 4+ 4+ 1-6 6" 5+ 5+ Household Faction Modifiers * * * 8 8 27 4 9 3+ - M WS BS 15-27+ 14" 3+ 3+ 7-14 10" 4+ 4+ 1-6 6" 5+ 5+ Household Faction Modifiers * * * 8 8 24 4 9 3+ - M WS BS 13-24+ 12" 3+ 3+ 7-12 9" 4+ 4+ 1-6 6" 5+ 5+ Household Faction Modifiers * * * 8 8 24 4 9 3+ - M WS BS 13-24+ 12" 3+ 3+ 7-12 9" 4+ 4+ 1-6 6" 5+ 5+ Household Faction Modifiers * * * 8 8 30 3 9 3+ - M WS BS 16-30+ 9" 4+ 3+ 8-15 6" 5+ 5+ 1-7 4" 6+ 5+ The first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. Household Faction Modifiers * * * 6 7 12 4 8 3+ - M WS BS 7-12+ 14" 3+ 3+ 4-6 10" 4+ 4+ 1-3 7" 5+ 5+ 60" Heavy 2D3 7 -1 3 When resolving an attack with this weapon, the bearer does not suffer the penalty for moving and firing this Heavy weapons. 30" Assault D3 8 -4 D6 When resolving an attack with this weapon 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 3 - Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1. Household Faction Modifiers * * * 8 8 24 5 9 3+ - M WS BS 13-24+ 12" 2+ 3+ 7-12 9" 3+ 4+ 1-6 6" 4+ 5+ If this model has a reaper chainsword and a thunderstrike gauntlet, its Attacks characteristic is changed to 5 and its Weapon Skill is improved by 1 (e.g. WS 3+ becomes WS 2+). * * * 8 8 24 4 9 3+ 13-24+ 12" 3+ 3+ 7-12 9" 4+ 4+ 1-6 6" 5+ 5+ Household Faction Modifiers * * * 8 8 28 4 9 3+ - M WS BS 15-28+ 10" 4+ 3+ 8-14 7" 5+ 4+ 1-7 4" 6+ 5+ If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead. 12" Assault 2 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 12" Assault 4 9 -4 D6 When resolving an attack made with this weapon, roll two D6 when inflicting damage with it and discard one of the results. 48" Heavy 2D6" 7 -3 1 - 48" Heavy 2D6" 8 -3 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved. 80" Heavy D6 14 -5 3D3 You can re-roll failed wound rolls when targeting TITANIC units with this weapon. 18" Assault 3D6 7 -2 3 When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit. 12" Heavy 1 16 -6 10 You can reroll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds. 18" Heavy 3D6 7 -2 2 This weapon automatically hits its target. 48" Heavy 2D3 7 -1 D3 - 48" Heavy 1 10 -4 D6 Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by this weapon. Household Faction Modifiers * * * 8 8 24 4 9 3+ - M WS BS 13-24+ 12" 3+ 3+ 1-6 6" 5+ 5+ 7-12 9" 4+ 4+ Re-roll hit rolls of 1 for attacks made by models in friendly ICONOCLAST HOUSEHOLD WAR DOG units whilst they are within 6" of this model. Re-roll hit rolls of 1 for attacks made by models in friendly INFERNAL HOUSEHOLD WAR DOG units whilst they are within 6" of this model. 60" Heavy D3 14 -4 D6 When resolving an attack made by this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. 60" Heavy 3 16 -4 D6 When resolving an attack made by this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. Household Faction Modifiers When resolving an attack made with a reaper chainsword or thunderstrike gauntlet by this model, an unmodified hit roll of 6 scores 1 additional hit. * * * 8 8 24 5 9 3+ - M WS BS 13-24+ 12" 2+ 3+ 7-12 9" 3+ 4+ 1-6 6" 4+ 5+ If your army is Battle-forged, then before the battle you can give one DREADBLADE model in each Detachment Pacts and Damnations. To give a model Pacts and Damnations, first either select one Pact from the table below, or roll two D6 to randomly generate two Pacts from the table (a duplicate result has no effect). After determining the model’s Pacts, you must then either select two different Damnations from the table below or roll one D6 to randomly generate a single Damnation. If any Dreadblades from your army have any Damnations, roll 2D6 for each of them at the start of each of your turns, subtracting 1 from the result if they have the Forsaken Damnation. If the result is less than that Dreadblade’s Leadership characteristic, their Damnations do not apply that turn; otherwise, their Damnations apply until the start of your next turn. Household Faction Modifiers * * * 8 8 30 3 9 3+ - M WS BS 16-30+ 9" 4+ 3+ 8-15+ 6" 5+ 4+ 1-7 4" 6+ 5+ 60" Heavy 3D3 5 -1 1 This weapon can target units that are not visible to the bearer. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to their saving throws. - - - - - When attacking with this weapon, select one of the profiles below. 0-24" Heavy 2D3 12 -1 2 - 24-48" Heavy 2D3 14 -2 4 - 48-72" Heavy 2D3 16 -3 6 - 45" Heavy 4 6 0 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage. The first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. Household Faction Modifiers * * * 6 7 12 4 8 3+ - M WS BS 7-12+ 14" 3+ 3+ 4-6 10" 4+ 4+ 1-3 6" 5+ 5+ Whilst this model is within 6" of any friendly <QUESTOR TRAITORIS> TITANIC models, it can perform a Heroic Intervention as if it were a CHARACTER. When doing so, this model can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". This model does not suffer the penalty for moving and firing Heavy weapons. When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. - - - - - When attacking with this weapon, select one of the profiles below. 0-18" Heavy D3 6 0 2 - 18-36" Heavy D3 8 -1 3 - 36-54" Heavy D3 10 -2 4 - 24" Heavy D6 6 -3 2 When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 4 instead of 2. 36" Heavy 6 6 -2 1 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target. Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack. 9" Assault D6 2 0 3 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage. Melee Melee x2 -4 6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a VEHICLE or TITANIC unit, add 2 to the Damage characteristic for that attack. Melee Melee +6 -3 3 Make 2 hit rolls for each attack made with this weapon, instead of 1. Melee Melee x2 -4 6 - Melee Melee +6 -4 6 This weapon has a Strength characteristic of x2 and a Damage characteristic of 8 if the bearer made a charge move this turn. 18" Heavy 6 6 -1 D3 - 45" Heavy 5 8 -3 D6 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage. 18" Heavy D3 6 -3 2 When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2. 9" Assault 2D6 2 0 3 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Attacks made with this weapon wound on a 2+ unless the target is a VEHICLE or TITANIC unit. 72" Heavy 2D3 12 -3 6 - 72" Heavy D6 5 -1 2 This weapon can target units that are not visible to the bearer. 60" Heavy 2 8 -2 3 Add 1 to all hit rolls made against targets that can FLY. Subtract 1 from all hit rolls against all other targets. 48" Heavy 6 7 -2 3 An unmodified hit roll of 6 for an attack made using this weapon scores 2 additional hits on the target. 24" Rapid Fire 2 7 -3 2 - 9" Heavy 1 12 -4 6 When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can reroll the wound roll. Melee Melee +6 -4 6 When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can reroll the wound roll. 36" Heavy 4 8 -3 3 - - - - - - When you choose this weapon to shoot with, select one of the profiles below. 36" Heavy D6+4 14 -4 3 When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds. 36" Heavy 16 6 -2 2 - 18" Heavy 6 6 -1 D3 - 18" Heavy 2D6 7 -2 3 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. 12" Assault 1 8 -4 D6 When resolving an attack with this weapon against a target that is within half range, roll two D6 when inflicting damage with it and discard one of the results. A model with this Relic is considered to have double the number of wounds remaning for the purposes of determining what row to use on its damage table. A model with this Relic has a 4+ invulnerable save against attacks made with ranged weapons. Once per battle, at the start of the Fight phase, a model with this Relic can activate it. When it does so, until the end of the phase, invulnerable saves cannot be made against attacks made with melee weapons by that model and invulnerable saves cannot be made by that model. A model with this Relic gains the PSYKER keyword; it can attempt to manifest one psychic power in your Psychic phase and to deny one psychic power in your opponent's Psychic phase. If that model has the Warp-haunted Hull Warlord Trait, it can attempt to deny two powers in your opponent's Psychic phase. That model knows Smite. If that model is destroyed as a result of Perials of the Warp, do not roll any dice for that model's Explodes or Dual Plasma Core Explosion ability - it automatically explodes as if one 6 had been rolled. When resolving an attack made with a ranged weapon by a model with this Relic, ignore hit roll modifiers. Whilst a model with this Relic is within 6" of any friendly CHAOS units, add 1 to the Leadership characteristic of each of those units. At the start of your turn, if you army is Battle-forged and a model from your army with this Relic is on the battlefield, roll one D6; on a 5+ you gain 1 Command Point. A model with this Relic has a 5+ invulnerable save against attacks made with ranged and melee weapons. That model gains one addtional Dreadblade Pact and one additional Damnation of your choice. When resolving an attack made with a melee weapon against a model with this Relic, if the saving throw is successful, roll one D6; on a 4+ the unit that made that attack suffers 1 mortal wound after its attacks have been resolved. When resolving an attack made with a ranged weapon made by a model with this Relic, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1). When an Advance of charge roll is made for a model with this Relic, add 1 to the result. A model with this Relic always fights first in the Fight phase, even if they did not charge. If there are enemy 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. 72" Heavy D6 5 -1 2 This weapon can target units that are not visible to the bearer. 48" Heavy 3 8 -2 D6 - 48" Heavy 4 7 -1 2 Add 1 to hit rolls made for this weapon against targets that can Fly. Subtract 1 from hit rolls made against other targets. 36" Heavy 12 6 -2 2 - 72" Heavy 2D6 8 -2 D3 - 36" Heavy D6 9 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Whilst a model from your army with this Relic is within 12" of any enemy units, subtract 1 from the Leadership characteristic of those enemy units. Whilst a model from your army with this Relic is within 6" of any enemy units, subtract 2 from the Leadership characteristic of those enemy units. When resolving an attack with a melee weapon against a model with this Relic, subtract 1 from the hit roll. At the start of the Shooting phase, select one enemy unit within 18" of a model with this relic. Until the end of the turn, when resolving an attack made by a model with this Relic, improve the Armour Penetration characteristic of that weapon by 1 for that attack. Add 1" to the Move characteristic of a model with this Relic. In addition, add 1 to the Damage characteristic of the reaper chainsword or thunderstrike gauntlet of a model with this Relic. When a model with this Relic is destroyed, add 1 to any dice rolled to see if that model explodes. When a unit with this bond is chosen to shoot or fight with or fires Overwatch, you can re-roll a single hit roll and a single wound roll made for that unit. Whilst a model with this bond has lost half or more of its wounds, add 1 to its Attacks characteristic and when resolving an attack made with a melee weapon by that model, add 1 to the hit roll. In addition, when a model with this model would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost. When resolving an attack made with a melee weapon by a model with this bond in a turn in which that model's unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the hit roll. Add 2 to the Wounds characteristic of models with this bond (add 1 instead if that model is a WAR DOG). When resolving an attack made with a melee weapon (excluding titanic feet) by a model bond, re-roll a wound roll of 1. Iconoclast Custom Infernal Custom When a model with this bond fires Overwatch or is chosen to shoot with, you can re-roll a single diec when determining the number of attacks that model makes when attacking with a weapon that has a random number of attacks (e.g. Heavy D6). When a model with this bond fires Overwatch or is chaosen to shoot or fight with, you can re-roll a single dice when determining damage as a result of those attacks. When a model with this bond fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model. When resolving an attack made with a ranged weapon against a model with this bond by a model that is more than 24" away, it is treated as having the benfit of cover to its saving throw. When resolving an attack made with a melee weapon (excluding Titanic Feet) by a model with this bond against a VEHICLE or MONSTER unit, add 1 to the hit roll. Add 6" to the maximum Range characteristic of ranged weapons a model with this bond is equipped with that have an unmodified Range characteristic of 24" or more. Add 2" to the maximum Range characteristic of all other ranged weapons a model with this bond is equipped with. When resolving an attack made with a ranged weapon by a model with this bond, the target does not receive the benefit to its saving throw as a result of cover. Whilst a model with this bond has lost half or more of its wounds, increase its Attacks characteristic by 1. When resolving an attack made with a melee weapon by a model with this bond that has lost half or more of its wounds, add 1 to the hit roll. Increase the Move characteristic of a model with this bond by 1" and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left. A WAR DOG model with this bond can either shoot or charge in a turn in which it Fell Back. If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll. When resolving an attack made with a melee weapon (excluding Titanic Feet) by a model with this bond, an unmodified hit roll of 6 scores one additional hit. If a model with this bond makes a charge move, is charged or performs a Heroic Intervention, the Armour Penetration characteristic of melee weapons that model is equipped with (excluding Titanic Feet) is improved by 1 until the end of the turn (e.g. AP 0 becomes AP -1). When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model with this bond, that weapon is treated has haivng an Armour Penetration characteristic of 0. Add 1 to the Wounds characteristic of WAR DOG models with this bond. Add 2 to the Wounds characteristic of all other models with this bond. When resolving an attack made by a model with this bond against an IMPERIUM unit, you can re-roll a wound roll of 1. When resolving an attack made by a model with this bond that is subject to any negative hit roll modifiers, add 1 to the hit roll. Whilst a model with this bond is within 1" of any enemy units that contain 11 models or more, increase its Attacks characteristic by 1. When resolving an attack made with a ranged weapon by a model with this bond against a unit within 12", improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). Models with this bond do not suffer the penalties to their hit rolls for Advancing and shooting Assault weapons. When a model with this bonf would lose a wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost. When a Morale test is taken for an enemy unit within 12" of this Warlord, roll one additional D6 and discard the lowest dice result. If both dice results are the same, select one of them to discard. Once per game, at the start of the Shooting phase, you can declare this Warlord will make a killing strike. If you do, select one ranged weapon this Warlord is equipped with. Until the end of the turn, add 1 to the Damage charactersitic of that weapon, and when resolving an attack made with that weapon, you can re-roll hit rolls and wound rolls. At the start of your Movement phase, this Warlord regains one lost wound. This Warlord always fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. The first time this Warlord is destroyed, if it does not explode, roll one D6 at the end of the phase, on a 4+ return this model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" from any enemy models. When a model with this ambition made a charge move, was charged, or performed a Heroic Intervention, add 1 to the model's Attacks characteristic until the end of the turn, and the Armour Penetration characteristic of melee weapons the model is equipped with is improved by 1 until the end of the the turn (e.g. AP 0 becomes AP -1). In addition, when an enemy unit fails a Morale test whilst within 12" of any models with this ambition, one extra model flees the unit. At the start of your Movement phase, each model with this ambition can use a daemonic surge. If a model uses a daemonic surge, it suffers 1 mortal wound, and then you roll one D3 on the table above to determine the rule that applies to that model until the start of your next Movement phase. When a model uses a daemonic surge you can choose for that model to suffer D3 mortal wounds instead of 1; if you do, you can select the result from the table instead of rolling to determine it. A model can only use a daemonic surge once per battle round. The model has a 5+ invulnerable save against attacks made with ranged weapons. This model has a 5+ invulnerable save. This increases to a 4+ invulnerable save against attacks made with melee weapons. In addition, subtract 1 from hit rolls for attacks made with melee weapons by TITANIC units that target this model. When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 2D6" suffers D6 mortal wounds. Melee Melee User -2 D3 Make 3 hit rolls for each attack made with this weapon, instead of 1. This model can shoot and charge in a turn in which it Fell Back. When this model Falls Back, it can move across enemy INFANTRY models and SWARM models as if they were not there, though it must end its move more than 1" away from all enemy models. This model does not suffer the penalty for moving and firing Heavy weapons. This model does not receive the benefit of cover to its saving throws unless at least half of the model is obscured from the point of view of the model making the attack. When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. Melee Melee +6 -3 6 - Melee Melee +8 -4 6 When the bearer fights, it makes 1 additional attack with this weapon. At the end of a battle round in which no enemy model was destroyed as a result of attacks made with this weapon, roll one D6; on a 1, the bearer suffers 1 mortal wound. Melee Melee x2 -4 6 Subtract 1 from hit rolls for attacks made with this weapon. If you slay a VEHICLE or MONSTER with a thunderstrike gauntlet, select an enemy unit within 9" and roll a D6: on a 4+ that unit suffers D3 mortal wounds as the dead body or debris is thrown at it. Melee Melee x2 -4 6 When resolving an attack made with this weapon, you can re-roll the hit roll and re-roll the wound roll. WHen a CHARACTER model is destroyed as a result an attack made with this weapon, add 1 to the bearer's Strength and 1 to their Attacks characteristic. When resolving an attack made with this model, the target cannot receive the benefit of cover to its saving throw. When resolving an attack made by this model against a CHARACTER or TITANIC unit, you can re-roll the hit roll. After this model finishes a charge move, roll one D6 for each enemy unit within 1" of this model; for each 4+ the unit being rolled for suffers D3 mortal wounds. When this Pact is chosen or generated, roll one D6; on a 1-3, add 2" to this model's Move characteristic; on a 4-5, improve this model's Weapon Skill characteristic by 1 (e.g. WS 3+ becomes WS 2+); on a 6, improve this model's Ballistic Skill characteristic by 1 (e.g. BS 3+ become BS 2+). Add 1 to this model's Leadership characteristic. At the start of the first battle round, if any models in your army with this Pact are on the battlefield, you gain 1 Command Point. When resolving an attack made with an Armour Penetration characteristic of -1 against this model, that weapon has an Armour Penetration characteristic of 0 for that attack. This model can perform a Heroic Intervention as if it were a CHARACTER; it can do so 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". Whilst this Damnation applies, this model cannot be affected by any Stratagems used by the controlling player (including using the Command Re-roll Stratagem to re-roll a dice for this model). Whilst this Damnation applies, this model cannot Fall Back and has a Ballistic Skill characteristic of 6+. Whilst this Damnation applies, roll one D6 at the end of each phase in which this model lost any wounds but was not destroyed; on a 4+ this models loses one additional wound. Whilst this Damnation applies, this model always fights last in the Fight phase, even if it has charged or has an ability that would allow it to fight first. Whilst this Damnation applies, in your Shooting phase a unit can only be targeted by this model if it is the closest enemy unit that is visible to it, and in your Charge phase a unit can only be selected as the target of a charge by this model if it is the closest enemy unit. Whilst this Damnation applies, when an Advance roll or Charge roll is made for this model subtract 1 from the result, and when an attack made by this model subtract 1 from the hit roll. If this Warlord is within range of an objective marker (as specified within the mission), it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit with a similar ability is within range of the same objective marker, then the objective marker is controlled by the player who has the most models within range as normal – when this is the case, this Warlord counts as 10 models. At the end of the Movement phase, roll a D6 for all enemy VEHICLES within 6" of this Warlord; on a 4+, the VEHICLE being rolled for suffers 1 mortal wound. Add 1 to this Warlord's Attacks characteristic. This Warlord can attempt to deny one psychic power in your opponent's Psychic phase in the same manner as a PSYKER. In addition, when this Warlord 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. When an Advance roll or charge roll is made for this Warlord, add 1 to the result. In addition, add 1 to this Warlord's Attacks characteristic whilst they are wholly within your opponent's deployment zone. When a charge roll is made for an enemy unit within 12" of this Warlord, subtract 1 from the result. In addition, when a Morale test is made for an enemy unit within 12" of this Warlord, your opponent rolls 2D6, discarding the lowest result, or either result if they are the same. This model has a 5+ invulnerable save. Add 2" to this model's Move characteristic, and add 1 to Advance rolls and charge rolls made for this model. Add 1 to this model's Toughness characteristic. Select one ranged weapon this model is equipped with. Add 1 to that weapon's Strength characteristic and Damage characteristic. 1 1 Smite -