6" 3+ 3+ 3 3 4 3 8 5+ If Aradia Madellan is slain as a result of Perials of the Warp whilst within 6" of a friendly COMMISSAR, she is executed before anything untoward can happen - the power she was attempting to still fails, but units within 6" of her do not suffer D3 mortal wounds as normal. 1 1 Smite, Psychic Augment 8 12" If manifested, select a friendly ASTRA MILITARUM INFANTRY unit within 12" of the psyker. Add 1 to hit rolls for attacks made by that unit until the start of your next Psychic phase. 6" 3+ 4+ 5 5 3 4 8 4+ 6" 3+ 4+ 5 5 3 3 7 4+ 6" 3+ 3+ 3 3 3 3 8 5+ 6" 2+ 2+ 3 4 4 3 9 4+ Commisar Yarrick has a 4+ invulnerable save. You can re-roll hit rolls of 1 made for friendly ASTRA MILITARUM units within 6" of Commissar Yarrick. You may re-roll and failed hit rolls for friendly ASTRA MILITARUM units within 6" of Commissar Yarrick when attacking ORK units. Roll a D6 each time Commissar Yarrick loses his final wound; on a roll of 3+ that wound is not lost. 6" Pistol 1 3 -2 1 - Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll. All friendly <b><REGIMENT> units add 1 to their Leadership whilst they are within 6" of any <b><REGIMENT> Veteran with a regimental standard. Roll a D6 each time an OFFICER uses the Voice of Command ability to issue an order to this unit; on a 4+ the order applies as normal, otherwise the order has no effect and no other orders can be issued to this unit for the rest of the turn. 6" 5+ 5+ 3 3 1 1 4 5+ 6" 4+ 4+ 3 3 1 2 7 5+ 6" 3+ 3+ 3 3 4 3 9 4+ Lord Castellan Creed's Voice of Command ability has a range of 12", and he may use this abililty three times in each of your turns. Resolve the effects of the first order before issuing the second order, and so on. If your army is Battle-forged, you receive an additional 2 Command Points if Lord Castellan Creed is your Warlord. 6" 2+ 2+ 3 3 4 3 9 4+ 6" 3+ 4+ 5 5 6 4 8 4+ If Nork Deddog is slain in the Fight phase, you can immediately fight with him before removing his model as a casualty, even if he has already been chosen to fight during that phase. Roll a D6 each time a friendly Astra Militarum Infantry Character (excluding Ogryns) loses a wound whilst they are within 3" of Nork Deddog; on a 2+ the Astra Militarum character does not lose a wound but Nork Deddog suffers a mortal wound. Melee Melee User -1 2 - - Melee +3 -2 D3 Nork can only make a single thunderous headbutt attack each time he fights. 6" 3+ 4+ 5 5 3 3 7 5+ 6" 3+ 4+ 5 5 3 4 8 5+ 6" 3+ 3+ 4 3 3 4 7 5+ You can re-roll hit rolls of 1 in the Shooting phase for friendly CATACHAN units within 6" of Sergeant Harker. 36" Assault 3 5 -2 1 6 Grenade D6 8 -3 D3 One use only 6" 4+ 3+ 3 3 1 2 7 5+ When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 18" away from the enemy deployment zone and any enemy models. Models in this unit receive a 2+ bonus to their saving throw when they receive the benefits of cover instead of only +1. Immediately after making a shooting attack (other than firing Overwatch), this unit can move as if it were the Movement phase (though it cannot Advance as part of this move). 5" 5+ 3+ 2 2 1 1 5 6+ During deployment, you can set up this unit riding around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that all models in the unit are within 7" of a battlefield edge of your choice and more than 9" from any enemy models. 10" 4+ 4+ 3 3 2 2 7 5+ 10" 4+ 4+ 3 3 2 1 6 5+ 10" 4+ 4+ 3 3 2 1 6 5+ 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 6" 3+ 3+ 3 3 4 3 8 5+ 6" 3+ 3+ 3 3 3 3 7 5+ 6" 2+ 3+ 6 4 5 4 9 3+ You can re-roll failed wound rolls made for Colonel 'Iron Hand' Straken in the Fight phase when targeting enemy MONSTERS. All models in friendly CATACHAN units within 6" of Colonel 'Iron Hand' Straken at the start of the Fight phase can make 1 additional attack each time they fight during that phase. - Melee User -1 2 6" 3+ 3+ 3 3 4 3 7 4+ You may make one additional order with a single friendly CADIAN OFFICER within 6" of Colour Sergeant Kell in each of your turns. Roll a D6 each time Lord Castellan Creed loses a wound whilst he is within 3" of Colour Sergeant Kell, on a 2+ Lord Castellan Creed does not lose a wound but Colour Sergeant Kell suffers a mortal wound. All CADIAN units within 6" of Colour Sergeant Kell may re-roll failed Morale tests. - Melee +2 -2 D3 A model may only attack with this weapon on a turn in which it has charged. 12" Assault 3 5 0 1 Melee Melee User -1 1 6" Grenade D6 4 0 1 Melee Melee +2 -1 2 12" Assault D6 4 0 1 4+ Invulnerable Save Add 2 to the save rolls of any models equipped with a slabshield. * 6+ * 6 6 11 * 7 3+ 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" 3+ 3+ 3 3 4 3 8 4+ A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second. This model can transport 10 MILITARUM TEMPESTUS or OFFICIO PREFECTUS INFANTRY models. * 6+ * 6 6 10 * 7 3+ 6-10+ 14" 3+ 3 3-5 10" 4+ D3 1-2 6" 5+ 1 48" Heavy D6 7 -1 D3 24" Heavy 20 4 0 1 48" Heavy 2D6 4 0 1 48" Heavy 2 8 -2 D6 This model can transport 10 ASTRA MILITARUM 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. * 6+ * 6 6 10 * 7 3+ 6-10+ 14" 4+ 3 3-5 10" 5+ D3 1-2 6" 6+ 1 This model can transport 40 ASTRA MILITARUM 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. * 5+ * 9 8 26 * 8 3+ 60" Heavy 20 6 -2 2 - Melee User -1 1 9" 4+ 4+ 5 5 6 1 7 4+ 6" 3+ 3+ 3 3 1 2 7 4+ 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 All MILITARUM TEMPESTUS within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking morale tests * 6+ * 6 7 11 * 7 3+ 120" Heavy 2D6 10 -2 D3 This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle. * 6+ * 7 8 12 * 8 3+ Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second. Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn. * 5+ * 9 8 26 * 8 3+ 36" Heavy 3D6 10 -4 3 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This model can transport 25 ASTRA MILITARUM 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. * 5+ * 9 8 26 * 8 3+ 60" Heavy 2D6 10 -5 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. * 6+ * 6 7 11 * 7 3+ The Deathstrike missile cannot be fired normally in the Shooting phase or during Overwatch. In a friendly Shooting phase, if you wish to fire the Deathstrike missile, roll a D6 and add the battle round number. If the result is 8 or more, you can fire the Deathstrike missile during this Shooting phase. For example, in the third battle round, a roll of 5+ would be needed to fire the Deathstrike missile. 200" Heavy 3D6 * * * This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit - on a 4+ that unit also suffers D3 mortal wounds. This model can transport 12 ASTRA MILITARUM 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. * 6+ * 6 7 10 * 7 3+ 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. * 5+ * 9 8 26 * 8 3+ 140" Heavy 2D6 14 -4 D6 When rolling for this weapon's damage, treat any rolls of 1 or 2 as 3 instead. This model can transport 25 ASTRA MILITARUM 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. * 5+ * 9 8 26 * 8 3+ 60" Heavy 3D6 8 -2 3 If a unit is hit by this weapon, in their following Movement phase they must halve their Move characteristic and cannot Advance. 8" 4+ 4+ 5 6 6 1 7 3+ - Melee User 0 1 After a model on it's mount makes it's close combat attacks, you can attack with it's mount. Make 1 additional attack, using this weapon profile. 7-12+ 10" 2+ 3 4-6 7" 3+ D3 1-3 4" 4+ 1 * 5+ * 8 8 22 * 8 3+ This model has a 5+ invulnerable save against shooting attacks. This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its twin Earthshaker 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 the model is obscured from the firer. 240" Heavy 2D6 9 -3 D3 Roll 4 dice when firing this weapon and discards the lowest two results. This weapon can target units that are not visible to the bearer. 48" Heavy D6 8 -2 D3 - 24" Rapid Fire 2 4 0 1 - * 5+ * 9 8 26 * 8 3+ This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its Stormhammer cannon and twin battle 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 the model is obscured from the firer. 60" Heavy D6 9 -3 D6 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. Re-roll damage rolls of a 1 for this weapon. 72" Heavy 2D6 8 -2 D3 * 5+ * 9 8 26 * 8 3+ This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its Stormsword siege 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 the model is obscured from the firer. 36" Heavy D6 10 -4 D6 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of a 1 for this weapon. * 6+ * 6 7 12 * 7 3+ 6-12+ 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. 0" - 4+ 4 7 7 - 7 4+ 240" Heavy D6 9 -3 D3 Roll 2 dice when firing this weapon and discards the lowest result. This weapon can target units that are not visible to the bearer. 0" - 4+ 4 7 7 - 7 4+ 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. During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may add 1 to all hit rolls until the end of the phase. A single model cannot benefit from multiple SALAMANDER COMMAND VEHICLE auspex surveyors. * 6+ * 6 7 10 * 7 3+ 1-2 4" 5+ 1 3-5 8" 4+ D3 6-10+ 12" 3+ 3 0" - 4+ 4 4 3 - 7 4+ Add 1 to all hit rolls made for this model against targets that can FLY. Subtract 1 from the hit rolls made for this model against all other targets. If this model has a defence searchlight, at the start of your Shooting phase it may select a single enemy unit within 48" and line of sight. One friendly Infantry or Sabre Weapons Battery unit adds 1 to any hit rolls that target the chosen unit until the end of the Shooting phase. A single unit cannot benefit from multiple Defence Searchlights. 9" 4+ 4+ 5 5 6 3 7 4+ Melee Melee x2 -2 D3 This model can transport 12 ASTRA MILITARUM 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. * 6+ * 6 7 10 * 7 3+ 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds. 16" Heavy D6 6 -1 2 This weapon automatically hits its target. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. 72" Heavy 1 8 -3 D6 If this model did not move this turn, add 1 to all hit rolls with this weapon during the Shooting phase. Roll two dice when inflicting damage with this weapon and discard the lowest result. 24" Rapid Fire 2 4 0 1 - 0" - 4+ 4 7 7 - 7 4+ 300" Heavy D6 9 -3 D6 Each Manticore missile can only be fired once per battle. 120" Heavy 1 9 -3 D6 Each sky eagle rocket can only be fired once per battle. Add 1 to all hit rolls made for this weapon against targets that can FLY. When attacking a model that can FLY, this model can re-roll failed hit rolls with this weapon. 1-2 20" 6+ 3-4 20"-30" 5+ 5-12+ 20"-45" 4+ * 6+ * 6 7 12 2 7 3+ During deployment, you can set this unit up in the sky 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 model can transport 7 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS. 20"-30" 6+ 4+ 6 6 8 1 7 3+ This model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models. This model may not transport OGRYNS. During deployment, you can set this unit up in the sky 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. At the end of this model’s movement, roll a D6. On a roll of a 6, it immediately regains a lost wound. 36" Heavy 6 6 0 1 - This model may still fire all of its weapons in the Shooting phase even if it Advanced in the preceding Movement phase. This model can transport 35 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models, and each OGRYN takes the space of three other models This model does not suffer the penalty to its 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, except when firing Overwatch, also still 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 the model is obscured from the firer. This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its Dominus triple bombard 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 the model is obscured from the firer. 60" Heavy 3D6 10 -3 D6 This profile may only be chosen if this model did not move in the preceding Movement phase. This weapon can target units that are not visible to the bearer. 36" Heavy 2D6 10 -2 D3 This weapon can target units that are not visible to the bearer. This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved. 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. On three separate turns during the battle, a Marauder Bomber equipped with heavy bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Marauder Bomber 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 12D6. For every roll of a 4+, the unit suffers a mortal wound On three separate turns during the battle, a Marauder Bomber equipped with hellstorm bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Marauder Bomber has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 3+, the unit suffers a mortal wound. This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved. 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. Once per battle, a Marauder Destroyer equipped with heavy bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Marauder Destroyer 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 12D6. For every roll of a 4+, the unit suffers a mortal wound. This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its Praetor launcher 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 the model is obscured from the firer. 12"-120" Heavy 2D6 8 -2 D6 12"-120" Heavy 2D6 6 -2 2 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. 72" Heavy D6 8 -2 D6 This model may add 1 to all hit rolls when attacking a model with the FLY keyword. 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+ This model does not suffer the penalty to its 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, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (however, its neutron laser projector 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 the model is obscured from the firer. 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. 11-20+ 20"-45" 4+ 5-10 20"-30" 5+ 1-4 20" 5+ * 6+ * 7 7 20 3 7 3+ 1 1 Smite & 1 Psykana At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to ther saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model. Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6. 6" 5+ 6+ 3 3 3 1 6 6+ Melee Melee +1 0 D3 6" 3+ 3+ 3 3 4 3 8 5+ 1 1 Smite & 2 Psykana If this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal. Melee Melee +2 -1 D3 Each time you take a Psychic test or Deny the Witch test for this unit, roll 1D6 instead of 2D6. You can 1 to the Psychic tests you make for this unit if it has 3 or more models, or 2 to tests if it has 6 or more models. 1 1 Smite & 1 Psykana When manifesting or denying a psychic power, first select a model in this unit -- measure range, visibility, etc. from this model. If this unit sufferes Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perfils of the Warp causes the last model in the manifesting unit to be slain. 6" 5+ 4+ 3 3 1 1 7 6+ Melee Melee +1 0 1 6" 4+ 4+ 3 3 4 3 7 6+ This model has a 4+ invulnerable save. You can add 1 to the Attacks characteristic of all models in an ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that within 6" of any friendly MINISTORUM PRIESTS. 6" 3+ 4+ 3 3 1 2 7 4+ Models in this unit have a 3+ invulnerable save. Melee Melee +1 -2 2 Melee Melee X2 -2 3 Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll. 6" 4+ 4+ 4 4 4 2 8 3+ This model has a 6+ invulnerable save. At the end of your Movement phase this model can repair a single friendly <FORGEWORLD>, ASTRAMILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGEWORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn. Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly TECH-PRIESTS. 5" 5+ 5+ 3 3 1 1 6 4+ 6" 3+ 4+ 5 5 6 4 8 5+ Roll a D6 each time a friendly Astra Militarum Infantry Character (excluding Ogryns) loses a wound whilst they are within 3" of any models with this ability; on a 3+ the Astra Militarum character does not lose a wound but one model with this ability suffers a mortal wound. In addition, this model may not be selected as your Warlord, and may not be given a Warlord Trait. Melee Melee User -1 2 A model in Bullgryn Plate has a Save characteristic of 4+. Officers cannot issue orders to Sly Marbo. Sly Marbo can never have a Warlord Trait. During deployment, you can set up Sly Marbo in ambush instead of placing him on the battlefield. At the end of any of your Movement phases he can emerge from hiding and attack -- set him up anywhere on the battlefield that is more than 9" away from any enemy models. Sly Marbo can then do one of the actions in the Lethal Ambush table below. If Sly Marbo receives the benefit of cover, add 2 to his saving throws instead of 1. Once per battle, at the start of any of your Movement phases, Sly Marbo can disappear as long as there are no enemy models within 6" of him. If he does, remove him from the battlefield. At the end of your next Movement phase he reappears using the Lethal Ambush abillty. 6" 2+ 2+ 3 3 4 4 7 5+ Sly Marbo can immediately move up to D6" in any direction. In addition, until the start of your next turn, add 2 to Sly Marbo's Attacks characteristic. Sly Marbo can immediately shoot his ripper pistol as if it were the Shooting phase (doing so does not prevent him from shooting in the Shooting phase of this turn). In addition, unitil the start of your next turn, Sly Marbo can target enemy CHARACTERS when he shoots his ripper pistol even if another enemy unit is closer. Pick an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER, but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds, but on a 7+ it suffers D6 mortal wounds. 12" Pistol 3 5 0 1 This weapon wounds INFANTRY units on a roll of 2+. Melee Melee +1 0 1 This weapon wounds INFANTRY units on a roll of 2+. 72" Heavy 1 8 -3 D6 If this model did not move this turn, add 1 to all hit rolls with this weapon during the Shooting phase. Roll two dice when inflicting damage with this weapon and discard the lowest result. 36" Heavy 3 4 0 1 - 6-10+ 12" 4+ 3 * 6+ * 6 7 10 * 7 3+ 1-2 4" 6+ 1 3-5 8" 5+ D3 30" Heavy 2 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. 45" Heavy 4 6 -1 2 Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wound in addition to any other damage. 36" Heavy 6 6 0 1 When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 18" away from the enemy deployment zone and any enemy models. Immediately after making a shooting attack with Rein or Raus (other than firing Overwatch), that model can move as if it were the Movement phase (though it cannot Advance as part of this move). If Rein and Raus are receiving the benefit of cover, add 2 to their saving throws instead of 1. The first time this unit is set up on the battlefield, both models must be placed in unit coherency with each other. From that point onwards, each operates independently and is treated as a separate unit. You can re-roll failed hit and wound rolls when shooting with Rein's sniper rifle if the target is also visible to Raus. 6" 5+ 2+ 2 2 2 1 6 6+ When moving with Raus, do not count any vertical distance he moves against the total he can move that turn (i.e. moving vertically is free for this model). 6" 5+ 2+ 2 2 2 1 6 6+ 6" Grenade D6 8 -3 D3 This weapon can only be fired once per battle. 9" Pistol 1 4 0 1 - 10-20+ 10" 4+ 3 5-9 7" 5+ D3 1-4 4" 6+ 1 * 5+ * 8 8 20 * 8 3+ 6" 3+ 3+ 3 3 3 3 8 4+ Friendly ASTRA MILITARUM units within 6" of this model automatically pass Morale tests whilst this model is within 1" of an enemy model. Melee Melee User -1 1 - 12" Pistol 1 4 -1 1 - Each unmodified hit roll of 6 made for Gotfret de Montbard's attacks in the Fight phase scores 2 hits instead of 1. Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in the Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine. Gotfret de Montbard can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power. You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit. 6" 3+ 4+ 3 3 4 4 7 4+ If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect. Hand of the Emperor Devotion value 4 Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase. Spirit of the Martyr Devotion value 3 Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit). Aegis of the Emperor Devotion value 3 Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored. Divine Guidance Devotion value 4 Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase. The Passion Devotion value 5 Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once. Light of the Emperor Devotion value 3 Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase. Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. The ordered unit can shoot this phase even if it Advanced in its Movement phase. The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit. Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ARMAGEDDON TRANSPORT VEHICLE, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase. You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase. Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit.