If you are playing a matched play game, you are allowed to have an understrength unit in an Auxiliary Support Detachment. Due to constraints within Battlescribe, we are not able to reflect this in the error checking. To properly calculate your PL and Points, add the unit you want to take as an understrength unit and then open the context menu on each model in the unit you do not want to use via right click or tap and hold. Then delete the model from that context menu. This will permanently display an error in your list, but it will calculate your points correctly.
-
-
5+
-
7
3
-
-
4+
-
-
5+
-
10
30
-
-
3+
When this model is destroyed, before any embarked models disembark its vortex missiles explode. Each unit within 2D6" suffers D6 mortal wounds. If a model loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.
72"
Heavy D6
14
-3
D6
Treat any damage rolls of 1 or 2 made for this weapon as 3 instead.
180"
Heavy 2D6
9
-2
D3
-
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 its magazine explodes, and each unit within 2D6" suffers D6 mortal wounds.
180"
Heavy D6
-
-
-
This weapon may target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. Each time you hit the target with this weapon it suffers D6 mortal wounds. If a model is wounded but but not slain by this attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds.
If this model is reduced to 0 wounds, before removing it from the battlefield and before any embarked models disembark, its vortex missiles explode. Each unit within 2D6" suffers D6 mortal wounds. If a model is wounded but not slain by in this manner roll another dice; on a 6, the model is sucked up into the swirling vortex and slain.
-
-
5+
-
8
20
-
-
3+
This model has a transport capacity of two INFANTRY units, up to a total of 20 models.
0
-
*
0
10
30
0
9
3+
21-30+
5+
11-20
6+
1-10
7+
This model has a transport capacity of 2 INFANTRY units, up to a total of 30 models.
18-96"
Heavy D6
8
-3
D3
-
18-96"
Heavy 2D6
4
0
1
-
-
-
5+
-
9
20
-
-
3+
This model has a transport capacity of two INFANTRY units, up to a total of 20 models.
-
-
5+
-
8
12
-
-
3+
This model has a transport capacity of 2 INFANTRY units, up to a total of 10 models.
Add 1 to the Leadership characteristic of models in IMPERIUM INFANTRY units whilst their unit is within an Imperial Defence Line.
-
-
5+
-
9
20
-
-
3+
This model has a transport capacity of two INFANTRY units, up to a total of 20 models.
When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 4+ it explodes, and each unit within D6" suffers D6 mortal wounds.
72"
Heavy 2D6"
8
-3
2
Each time you roll a hit roll of 1 when firing this weapon, this model suffers a mortal wound after all of its shots have been resolved.
-
-
-
-
8
20
-
-
4+
Units can move across this model as if it were a terrain feature. When this model is set up on the battlefield, select either the Shielded or Unfurled configuration to be in effect. At the start of your movement phase, if there are no enemy models within 1" of the Skyshield Landing Pad, you can change which configuration is in effect:
Whilst this configuration is in effect, models that are on top of the Skyshield Landing Pad have a 5+ invulnerable save against any attacks made in the Shooting phase if the attacking model is not also on top of the Skyshield Landing Pad. The Skyshield Landing Pad itself does not receive an invulnerable save in this manner.
Whilst this configuration is in effect, if a friendly VEHICLE unit with the FLYER Battlefield Role spends its entire turn on top of a Skyshield Landing Pad in this configuration, that model regains up to D3 lost wounds at the end of the turn.
This model's weapons can only target the closest visible enemy unit. Attacks made with the Quad Icarus Lascannons can instead target the closest visible enemy unit that can FLY. In either case, if two or more units are equally close, you can choose which is targeted.
-
-
5+
-
8
10
-
-
3+
-
-
-
-
8
18
-
-
4+
Models wholly within 12" of a Void Shield Generator receive a 5+ invulnerable save against attacks made in the Shooting phase if the firing model is not also wlly within 12" of this model.
-
-
4+
-
10
5
-
-
2+
Each unit that is embarked on this model may both shoot as if it were in the open and also be shot at as if it were in the open. Models embarked on this model have a 4+ invulnerable save. Place the embarked unit on the battlements to show where they are.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any models disembark. On a 6 it explodes, and each unit within 3D6" suffers D6 mortal wounds.
Any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
Any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
72"
Heavy 4
7
-1
D3
-
-
-
4+
-
8
20
-
-
3+/5++
You may add 1 to this model's hit rolls when making shooting attacks against models with the TITANIC keyword.
This model has a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any models disembark. On a 6 its reactor explodes, and each unit within 2D6" suffers D6 mortal wounds.
Any number of INFANTRY CHARACTERS and one other INFANTRY unit, up to a maximum of 20 models.
96"
Macro 2D3
16
-3
2D6
Any wound roll of 6 made with this attack automatically inflicts D3 mortal wounds on the target.
48"
Heavy D3
8
-2
D3
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.
96"
Heavy 4
9
-3
D6
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.
If this warlord charges in the charge phase, add 1 to their attacks characteristic until the end of the ensuing fight phase.
Friendly units within 6" of this warlord can add 1 to their leadership characteristic.
Roll a dice each time this warlord loses a wound. On a 6, the warlord shrugs off the damage and does not lose the wound.
Units marked with "(Beta)" use rules that reflect an early version of the development process and are entirely experimental and subject to change in future publications. As such, these units are best tested with the agreement of all players involved.
-
-
-
-
8
14
-
-
3+
When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 12" from the enemy deployment zone and any enemy models, and more than 3" from any other terrain features or the center of any objective markers.
This model has a 5+ Invulnerable save
After you set up this model, any AELDARI units you have not yet set up during deployment, other than fortifications, can be set up in a webway spar rather than being set up on the battlefield. One unit in a webway spar can emerge from each friendly Webway Gate at the end of each of your movement phases - Set them up wholly within 3" of the webway gate and more than 9" away from any enemy models. If all friendlyWebway Gates have been destroyed, any units that have not yet arrived from a webway spar are considered to be slain
When measuring distance to and from a Webway Gate, measure from the closest point of the model. If a Webway Gate is destroyed, remove both arch peices from the battlefield.
0
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
If you roll three or more hit rolls of 1 for this model's lascannons or twin lascannons in the same phase, it experiences a power overload and suffers 6 mortal wounds.
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
*
6+
*
8
8
16
*
9
2+
Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
24"
Heavy 2D3
6
-2
1
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 6, the target suffers a mortal wound.
24"
Heavy 2
8
-4
D6
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 6, the target suffers a mortal wound.
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. Any units embarked inside can then immediately disembark, but they must be set up more than 9" from 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 and before any embarked models disembark; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
This model can transport 12 <Chapter> Infantry models. It cannot transport Jump Pack, Terminator, Centurion, Wulfen or Primaris models.
This model can transport 12 <Legion> Infantry models. It cannot transport Jump Pack, Terminator or Cult of Destruction models.
This model can transport 12 Secutarii Infantry or <Forge World> Infantry models. It cannot transport Belisarius Cawl, Kataphron Breacher or Kataphron Destroyer models.
*
4+
*
7
8
10
*
8
3+
6-10+
8"
3+
6
3-5
6"
4+
D6
1-2
4"
5+
D3
12"
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
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
15"
Heavy 4
5
0
2
-
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can only be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters can have the same Warlord Trait.
You can only use this Stratagem if your Warlord has the IMPERIUM Faction keyword (excluding FALLEN) and your army does not contain any OFFICIO ASSASSINORUM units. Use this Stratagem during deployment. Add 1 OFFICIO ASSASSINORUM unit of your choice to your army. Remember that in a matched play game, you must pay reinforcement points for any new unit added to your army. You can only use this Stratagem once per battle.
-
-
5+
-
9
20
-
-
3+
This model has a transport capacity of two INFANTRY units, up to a total of 20 models.
During deployment, both models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
Neither Ephrael Stern nor Kyganil can be your Warlord. In addition, during deployment, you can set up these models in the webway instead of setting them up on the battlefield. If you do, at the end of one of your Movement phases you can set up these models anywhere on the battlefield within 3" of each other and more than 9" away from any enemy models.
This unit can be included in any IMPERIUM Detachment without taking up a slot, as long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). This unit does not prevent other units from your army from benefiting from Detachment abilities (e.g. Chapter Tactics, Canticles of the Omnissiah), and does not prevent units from gaining abilities that require every model in your army to have that ability (e.g. Combat Doctrines). In a matched play game, these models are ignored for the purposes of the Battle Brothers rule (although all units from your army must still have the IMPERIUM Faction keyword).
7"
2+
3+
4
4
6
4
9
3+
At the start of your Shooting phase, roll 2D6, adding 2 to the result if there are any CHAOS units within 18" of Ephrael Stern. On a 5+, the nearest enemy unit that is within 18" of and visible to Ephrael Stern suffers D3 mortal wounds (if the result is 9 or more, that unit instead suffers D6 mortal wounds).
This model has a 4+ invulnerable save. In addition, when resolving an attack against this model, subtract 1 from the hit roll.
Melee
Melee
+1
-3
2
-
8"
2+
3+
3
3
5
4
9
6+
This model has a 4+ invulnerable save. In addition, this model can fight first in the Fight phase, even if it did not make a charge move that turn. If your opponent has units that did make a charge move that turn, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Whilst this model is within 3" of a friendly EPHRAEL STERN model, roll one D6 each time that model would lose a wound; on a 5+ that wound is not lost.
Melee
Melee
+1
-1
D3
-
6"
Grenade D6
4
-1
1
-
Melee
Melee
User
-1
1
Make 2 hit rolls for each attack made with this weapon instead of 1.
You can re-roll one failed Reserve roll each turn.
When you make Firestorm attacks, add 1 to the total number you can make.
You have one bonus Command Point – this can only be spent on a Planetstrike Stratagem.
You can re-roll hit rolls of 1 for friendly units within 6" of your Warlord if targeting an Attacking unit that arrived as reinforcements this turn.
You can re-roll failed Morale tests for friendly units whilst they are within 6" of your Warlord.
You have one bonus Command Point – this can only be spent on a Planetstrike Stratagem.
You can re-roll failed hit rolls for friendly units within 6" of your Warlord (this includes any BUILDING they are embarked within, and any other units embarked within the same building).
If your Warlord is embarked within a BUILDING, roll a dice each time that building loses a wound; on a 6+, the building does not lose a wound.
You have one bonus Command Point – this can only be spent on a Stronghold Assault Stratagem.
You can re-roll failed charge rolls for friendly units that are within 6" of your Warlord when they declare a charge against a BUILDING.
You can re-roll wound rolls of 1 for friendly units that are within 6" of your Warlord when they target a BUILDING.
You have one bonus Command Point – this can only be spent on a Stronghold Assault Stratagem.
If your army is Battle-forged, you receive 3 additional Command Points. These can only be spent to use Cities of Death Stratagems (pg 32-35).
If this Warlord is within range of an objective marker (see above) it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
This Warlord treats all soft cover it is entirely on or within, or that it is receiving the benefit of cover from, as hard cover (pg 30). In addition, enemy units do not receive the benefit to their saving throws for being in cover against attacks made by this Warlord.
Re-roll hit rolls of 1 in the Fight phase for friendly <Sub-faction> units within 6" of this model.
You can re-roll failed wound rolls for attacks made by this model in the Fight phase if the target is a MONSTER unit.
This model can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, it is within 6" of any enemy units, and can move up to 6" when doing so.
Add 1 to this model’s Strength and Attacks characteristics while it is within 1" of any enemy Character units.
You can re-roll failed hit rolls for this model in the Fight phase if it made a charge move, performed a Heroic Intervention, or was charged this turn.
Add 1 to the Attacks characteristic of this model in the Fight phase if it made a charge move this turn.
Enemy units do not gain the benefit of cover to their saving throws against attacks made by friendly <Sub-faction> units within 6" of this model when the attack is made.
Re-roll hit rolls of 1 in the Shooting phase for friendly <Sub-faction> units within 6" of this model.
Add 1 to the Damage characteristic of ranged weapons used by this model.
Each wound roll of 6+ made for this model’s ranged attacks inflicts 1 mortal wound on the target in addition to any normal damage.
This model can target enemy CHARACTER units in the Shooting phase even if they are not the closest enemy model.
When this model fires Overwatch, it successfully hits on rolls of 5 or 6, instead of only 6.
You can re-roll any hit, wound and damage rolls made for this model’s attacks that target the enemy Warlord.
Each time this model loses a wound, roll a dice; on a 5+ it does not lose that wound.
Add 2 instead of 1 to saving throws made for this model when it is receiving the benefit of cover.
Enemy units cannot fire Overwatch at this model.
All damage suffered by this model is halved (rounding up).
This model regains 1 lost wound at the start of your turn.
During deployment, you can set up this model in ambush, instead of placing it on the battlefield. At the end of any of your Movement phases it can reveal its location – set it up anywhere on the battlefield that is more than 9" from any enemy models.
Subtract 1 from hit rolls for attacks made with ranged weapons that target this model.
Wound rolls of 1, 2 or 3 made for attacks that target this model always fail, even if the attack has a Strength characteristic higher than this model’s Toughness characteristic.
At the start of the first battle round but before the first turn begins, you can pick a friendly <Sub-faction> unit within 6" of this model and set it up again, anywhere wholly within your deployment zone. If your opponent has any units with similar abilities, roll off; starting with the winner of the roll-off, take it in turns to resolve these abilities.
You can always choose this model to fight first in the Fight phase even if it did not charge. If the enemy has units that have charged, or that have a similar ability, alternate choosing units to fight with, starting with the player whose turn is taking place.
Once per battle, if this model is on the battlefield, you can re-roll one hit roll, wound roll, damage roll or saving throw.
Friendly <Sub-faction>units can use this model’s Leadership instead of their own while they are within 6" of it.
You can re-roll failed Morale tests for friendly <Sub-faction>units while they are within 6" of this model.
Roll a dice each time a friendly <Sub-faction>model within 6" of this model is slain in the Fight phase. On a 6, the unit that made the attack that slew the model suffers 1 mortal wound after it has finished making its attacks.
You can re-roll failed charge rolls for this model.
Subtract 1 from the Leadership characteristic of enemy units while they are within 3" of this model.
Each time you roll an unmodified saving throw of 6 for this model in the Fight phase, the enemy unit that made the attack suffers 1 mortal wound after it has resolved all of its attacks.
Once per battle, in your Shooting phase, you can pick an enemy unit, other than a Characterunit, that is visible to this model and roll a D6. On a 1-4 nothing happens. On a 5+ the target unit suffers D3 mortal wounds.
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a D6
This model, and friendly<Sub-faction>units within 6" of them, can charge even if they Fell Back that turn.
After this model has fought in the Fight phase, it can immediately pile in D3+3" in any direction, not just towards the closest enemy model.
If this model is slain, you can select an enemy unit within 3" of it and roll a D6; on a 2+ that unit suffers D3 mortal wounds.
Each time you make a wound roll of 6+ in the Shooting phase for a friendly <Sub-faction>unit within 6" of this model, the AP characteristic of that attack is improved by 1 (e.g. AP -1 becomes AP -2).
Pick one of this model’s ranged weapons. Increase the number of shots this weapon makes by 1 (e.g. a Pistol 1 weapon becomes a Pistol 2 weapon).
Pick one of this model’s ranged weapons. Improve that weapon’s AP characteristic by 1 (e.g. AP -1 becomes AP -2).
Pick one of this model’s ranged weapons. Add 1 to that weapon’s Strength characteristic.
Pick one of this model’s ranged weapons. Add 6" to that weapon’s Range characteristic.
Pick one of this model’s ranged weapons. Add the following ability to that weapon: ‘Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.’
Pick one of this model’s weapons. Add 1 to that weapon’s Damage characteristic.
Pick one of this model’s melee weapons. Add the following ability to that weapon: ‘Each time the bearer fights, it can make 1 additional attack with this weapon.’
Pick one of this model’s melee weapons. Add the following ability to that weapon: ‘You can re-roll failed wound rolls for attacks made with this weapon.’
Pick one of this model’s melee weapons. Improve that weapon’s Strength characteristic by 1 (e.g. User becomes +1, +1 becomes +2).
Pick one of this model’s melee weapons. Improve that weapon’s AP characteristic by 1 (e.g. AP -1 becomes AP -2).
Pick one of this model’s melee weapons. Add the following ability to that weapon: ‘Each unmodified hit roll of 6 made for attacks with this weapon scores 2 hits instead of 1’.
Add 1 to the number of psychic powers this character can attempt to manifest in your Psychic phase.
Add 1 to the number of psychic powers this character can attempt to deny in your opponent’s Psychic phase.
Add 1 to the number of psychic powers this model knows from one of the psychic disciplines available to them.
Select a result from this table, or roll 2D6 to randomly select a result (re-roll if you get this result again). Subtract or worsen this model’s characteristic by the amount described in the result you picked instead of adding or improving it (e.g. if the Ferocious Combatant result was selected, an Attacks characteristic of 3 would become 2, while if the Dead-eyed result was selected, a BS of 3+ would become 4+)
Add 1 to this model’s Leadership characteristic.
Add 1 to this model’s Attacks characteristic.
Add 1 to this model’s Strength characteristic.
Improve this model’s Ballistic Skill characteristic by 1 (e.g. BS 3+ will become BS 2+), to a maximum of 2+.
Add 2" to this model’s Move characteristic.
Improve this model’s Weapon Skill characteristic by 1 (e.g. WS 3+ will become WS 2+), to a maximum of 2+.
Add 1 to this model’s Toughness characteristic.
Improve this model’s Save characteristic by 1 (e.g. Sv 5+ will become Sv 4+), to a maximum of 2+.
Improve this model’s invulnerable save by 1 (e.g. an invulnerable save of 5+ will become an invulnerable save of 4+), to a maximum of 3+. If this model does not have an invulnerable save, it instead gains a 6+ invulnerable save.
Add 1 to this model’s Wounds characteristic.
Re-roll hit rolls of 1 for this unit in the Shooting phase.
You can re-roll Advance and Charge rolls for this unit.
Each time you roll an unmodified wound roll of 6 for an attack with one of this unit’s ranged weapons, increase the Damage characteristic of that attack by 1.
This unit ignores penalties to their Leadership characteristic.
Re-roll hit rolls of 1 for this unit in the Fight phase.
Add 1 to wound rolls for attacks made by models in this unit that target an enemy CHARACTER unit.
Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of this unit.
This unit can shoot or charge during a turn in which it Fell Back.
Add 1 to the Strength and Attacks characteristic of models in this unit during any turn in which they made a successful charge move.
Roll a D6 each time a model from this unit loses a wound; on a 6 the model does not lose that wound.
Add 1 to wound rolls for attacks made by models in this unit if the target of those attacks is receiving the benefit of cover.
After this model completes a charge move, roll a D6 for each enemy unit within 1" of it. On a 4+ that unit suffers 1 mortal wound.
This model regains 1 lost wound at the start of each of your turns.
Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of this model.
Each time you roll an unmodified saving throw of 6 for this model in the Fight phase, the enemy unit that made that attack suffers 1 mortal wound after it has resolved all of its attacks.
Roll a D6 each time a model in this unit loses a wound; on a 5+ the model does not lose that wound
Each unmodified hit roll of 6 made for this model’s attacks in the Fight phase score 2 hits instead of 1.
If this model is destroyed, its controlling player can choose for it to automatically trigger death throes (see Codex: Tyranids) – no dice roll is required.
You can re-roll charge rolls for this model.
If this model has a damage table, double the number of wounds it has remaining for the purposes of determining what its Strength and Attacks characteristics are.
At the start of the first battle round but before the first turn begins, you can move this model up to 5". 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 the first turn moves their units first.
Roll a D6 each time a model in this unit loses a wound; on a 6 the model does not lose that wound.
You can re-roll Advance rolls for this unit.
Select one of the ranged weapons used by one or more models in this unit. Add 1 to the Damage characteristic of that weapon for attacks made by that unit.
Add 6" to the maximum range of this unit’s Heavy and Rapid Fire weapons that have an unmodified maximum range of 24" or longer.
Attacks against this unit that have an AP characteristic of -1 are treated as having an AP characteristic of 0 instead.
You can re-roll one hit roll or wound roll for this unit in each of your Shooting phases.
If this model has a damage table, double the number of wounds it has remaining for the purposes of determining what its Move characteristic is.
If a model in this unit is destroyed, the controlling player can choose for it to automatically explode – no dice roll is required.
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this unit. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of this unit.
If this model has a damage table, double the number of wounds it has remaining for the purposes of determining what its Ballistic Skill characteristic is.
If a target suffers an unsaved Wound from a close combat attack made by this model, the target is reduced to 0 Wounds and is removed as a casualty.
This model re-rolls all failed To Wound rolls against targets with a Wounds characteristic of 2 or more.
During deployment, this unit can be set up anywhere on the battlefield that is not within your opponent's deployment zone and is more than 12" from any enemy unit.
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.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model. When they do so, any restrictions or modifiers that apply to this model also apply to its passenger; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Once per game, instead of shooting any weapons in the Shooting phase, this models can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit rolls that target it.
You can re-roll failed Morale tests for this unit.
If your Warlord is a CHARACTER, it can use a Warlord Trait. Immediately before either player starts to deploy their army, you can roll a D3 on the Warlord Trait table here to determine what Warlord Trait your Warlord has. Alternatively, choose the trait that most suits your Warlord's temperament or style of war.
1) Legendary Fighter: If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
2) Inspiring Leader: Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.
3) Tenacious Survivor: Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off the damage and does not lose the wound.
When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this weapon.
The 5 CPs from this detachment can only be spent on Planetstrike Stratagems.
The 5 CPs from this detachment can only be spent on Stronghold Assault Stratagems.
All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
24"
Rapid Fire 1
3
0
1
-
12"
Pistol 1
3
0
1
-
48"
Heavy 2
7
-1
2
-
24"
Heavy 20
5
0
1
-
72"
Heavy D6
8
-2
D3
-
12"
Pistol 1
4
0
1
-
36"
Heavy 3
5
-1
1
-
60"
Heavy 15
8"
Assault D6
4
0
1
This weapon automatically hits its target.
12"
Assault 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.
24"
Rapid Fire 1
7
-3
1
-
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
6"
Pistol 1
3
-2
1
-
18"
Rapid Fire 1
3
-2
1
-
12"
Pistol 1
3
0
1
-
24
Rapid Fire 1
3
0
1
-
12 + Template
Heavy 1, Torrent
8"
Heavy D6
5
-1
1
This weapon automatically hits its target
36"
Heavy 3
6
0
1
-
96"
Heavy 1
9
-3
D6
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this Weapon against all other targets.
48"
Heavy 1
8
-2
D6
-
48"
Heavy D6
4
0
1
-
24"
Heavy 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.
6"
Grenade D6
3
0
1
-
-
Melee
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon's Strength.
36"
Heavy 3
4
0
1
-
Melee
Melee
x2
-3
3
-
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
+1
-2
1
-
Melee
Melee
+2
-1
1
-
Melee
Melee
User
-3
1
-
Melee
Melee
+2
-1
1
-
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
6"
Grenade 1
6
-1
D3
-
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
12"
Pistol 1
7
-3
1
-
36"
Heavy D3
7
-3
1
-
48"
Heavy 1
9
-3
D6
-
Can re-roll dangerous terrain tests. Treat the vehicles front armour as +1 higher when ramming.
Vehicles treat crew stunned as crew shaken instead
Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units lose Night Fighting benefits)
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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.
24"
Heavy 6
6
-1
1
-
48"
Heavy 8
7
-1
1
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this Weapon against all other targets.
24"
Rapid Fire 1
4
0
1
-
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
24"
Rapid Fire 2
4
0
1
-
12"
Heavy D6
6
-2
2
This weapon automatically hits its target.
12"
Assault 2
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
60
Heavy 15
Template
Assault 1
Template
Heavy 1
48"
Heavy 1, Skyfire
Melee
Melee
x2
-4
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
-
Melee, Two-handed
Melee
Melee
+1
-2
D3
-
Melee
Melee
+2
-1
D3
-
Melee
Melee
User
-3
D3
-
-
Melee, Armourbane, Fleshbane
8" / -
Assault 1, Blast / -
8"
Assault 1, Blast, Blind
A unit occupying this building re-rolls To Hit rolls of a 1 when firing out of the building's fire points. Note this does not apply to a model manually firing an emplaced weapon.
A model in cover behind an ammunition dump has a 5+ cover save. Any model within 2" of an ammunition dump re-rolls failed To Hit rolls of 1 in the Shooting phase.
Each hit scored against the model will instead hit a void shield (whilst they remain). Close combat attacks come from inside the shield and therefore are not stopped. Void shields have an Armour Value of 12. A glancing or penetrating hit (or any hit from a Destroyer weapon) scored against a void shield causes it to collapse. After all the void shields have collapsed, further hits strike the model instead. At the end of each of the controlling player's turns, roll one dice for each collapsed void shield: each roll of 5+ instantly restores one collapsed shield. If a weapon uses a template or blast marker and it hits one or more units protected by a Void Shield Zone, ignore the number of hits it would normally cause to the units & instead roll to pen the void shield once using the weapons normal rules & profile for each template or blast marker that hits.
This building's automated fire is resolved using BS3.
When this building is first occupied, the owning player can place an escape hatch marker anywhere within 12" of the building that is not impassable terrain or within another building. The escape hatch marker is an additional Access Point for the building, but models using it cannot use the Repel the Enemy special rule.
The first unit to occupy this building (friend or foe) immediately suffers 2D6 S4 AP5 hits with the Ignores Cover special rule.
A model in cover behind a barricade or wall has a 4+ cover save. Models that are in base contact with a barricade or wall are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that barricade or wall. Units charging an enemy that is behind a barricade or wall count as charging through difficult terrain.
Dangerous Terrain. A model in cover behind tanglewire has a 6+ cover save.
Impassable Terrain to non-Skimmer vehicles, Dangerous Terrain to Bikes, and open ground for all other units. A model in cover behind tank traps hasa 4+ cover save.
-
-
-
-
7
2
-
-
3+
A model in cover behind a gun emplacement has a 4+ cover save. One non-vehicle model in base contact with a gun emplacement can fire it instead of firing its own weapons. A model that fires a gun emplacement has the Relentless special rule for that shooting attack. A gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat.
Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls. A model in cover behind a comms relay has a 5+ cover save.
72
Primary Weapon 2, Large Blast
180
Primary Weapon 1, Apocalyptic Mega-blast, Sonic Boom
Infinite
Ordnance 1, Large Blast, Vortex
96"
Heavy 4
9
-3
D6
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this Weapon against all other targets.
A model from the Armies of the Imperium that is within 2" of Imperial Statuary terrain has the Fearless special rule. A model in cover behind Imperial Statuary has a 3+ cover save.
Area Terrain. A model in cover behind wreckage or rubble has a 4+ cover save.
Each time a unit (or model) is targeted by an enemy psychic power and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.
Infinite
Ordnance 1, Barrage, Large Blast, Orbital
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter killer missiles once per battle.
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
36"
Heavy 6
5
-1
1
-
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
18"
Assault 3
5
-1
1
-
24"
Assault D6
3
0
1
-
24"
Assault 1
6
-1
D3
-
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon's Strength.
30"
Rapid Fire 1
4
-1
1
-
12"
Pistol 3
4
0
1
-
36"
Assault D3
8
-2
D3
-
18"
Heavy D6
4
0
1
-
24"
Rapid Fire 2
4
0
1
-
42"
Heavy D3
6
0
1
Attacks from a conversion beamer that target enemies at over half its range are resolved at Strength 8, AP -1 and Damage 2.
36"
Heavy 2D3
4
0
1
-
36"
Heavy 2
8
-2
D6
-
12"
Assault D6
5
0
1
-
24"
Heavy D6
10
-3
D6
18"
Rapid Fire 1
5
-3
D6
-
9"
Pistol 1
5
-3
D6
-
36"
Heavy D3
7
-3
1
-
36"
Heavy D3
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.
24"
Rapid Fire 6
4
0
1
-
48"
Heavy 3
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.
24"
Heavy 6
7
-1
1
-
24"
Heavy 2
9
-3
D6
-
24"
Assault 3
4
0
2
-
24"
Rapid Fire 1
4
-1
2
-
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon's Type to Heavy D6.
18"
Assault 2
7
-3
1
-
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
12"
Assault 1
7
-3
1
-
12"
Assault 1
8
-3
2
On a hit roll of 1, the bearer is slain.
30"
Rapid Fire 1
7
-4
1
-
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
48"
Heavy 2D3
7
-1
3
-
36"
Heavy 4
7
-1
1
-
60"
Heavy 3
7
-1
D3
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.
60"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. You can re-roll failed hit rolls for this weapon.
30"
Rapid Fire 1
4
-2
1
-
72"
Heavy 1
8
-3
3
-
60"
Heavy 4D3
5
0
1
This weapon can target units that are not visible to the firing model.
24"
Heavy 12
6
-1
1
-
48"
Heavy 4
7
-1
2
-
24"
Rapid Fire 2
4
0
1
-
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
36"
Heavy 2D3
7
-3
1
-
36"
Heavy 2D3
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.
48"
Heavy 2
9
-3
D6
-
24"
Heavy 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.
24"
Rapid Fire 2
7
-3
1
-
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
48"
Heavy 2D6
4
0
1
-
48"
Heavy 2
8
-2
D6
-
15"
Heavy 2
5
0
2
-
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
12"
Assault D3
4
-1
1
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-2
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.
Melee
Melee
+1
-1
2
-
Melee
Melee
x2
-4
4
-
Melee
Melee
User
-3
2
-
Melee
Melee
+2
-3
D3
-
Melee
Melee
x2
-4
5
When attacking with this weapon, you must subtract 1 from the hit roll.
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.
Melee
Melee
x2
-4
3
-
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
A model with a combat shield has a 5+ invulnerable save.
A model with a storm shield has a 3+ invulnerable save.
12"
Assault D6
4
-1
1
-
96"
Heavy 2
9
-3
D6
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
5
18"
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
24"
Rapid Fire 1
4
0
1
When attacking a PSYKER, this weapon has a Damage of D3
6"
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.
18"
Rapid Fire 1
3
-2
1
12"
Pistol 1
1
0
1
This weapon always wounds targets (other than VEHICLES) on a roll of 2+.
Melee
Melee
x2
-3
3
When a model attacks with this weapon, you must subtract 1 from the hit roll.
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
24"
Heavy 4
7
-1
1
After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
Unless a friendly unit is embarked aboard this model, it can only target the closest visible enemy unit when it makes attacks. If two or more units are equally close, you can choose which is targeted.
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 its magazine explodes, and each unit within 2D6" suffers D3 mortal wounds.
Up to 5 models embarked aboard this model can shoot in your Shooting phase, measuring and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Up to 10 models embarked aboard this model can shoot in your Shooting phase, measuring and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Up to 15 models embarked aboard this model can shoot in your Shooting phase, measuring and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Unless a friendly INFANTRY model is within 1" of this model, this model can only target the closest visible enemy unit when it makes attacks. If two or more units are equally close, you can choose which is targeted.
Each Small Shield Section and Large Shield Section in this unit must be set up so that it is in end-to-end contact with at least one other Small Shield Section or Large Shield Section in this unit, and this unit's Gun Emplacement must be set up within 6" of any Small Shield Section or Large Shield Section in this unit. After it is set up, this unit's Small Shield Sections and Large Shield Sections are treated as a single terrain feature that follows the rules for Barricades (pg 106).
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds.
36"
Heavy 1
4
-2
3
-
If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.
Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off the damage and does not lose the wound.
This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.
48"
Heavy D6
5
0
1
-
At the start of your movement phase, you can remove this model from the battlefield. At the end of your next Movement phase, set it up again, anywhere on the battlefield that is more than 9" away from any enemy models.
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.
Every model in this unit must be set up so that it is in end-to-end contact with at least one other friendly WALL OF MARTYRS model. After it is set up, models in this unit are treated as terrain features that follow the rules for Barricades (pg 106).
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Unless a friendly unit is embarked aboard this model, this model's weapons can only target the closest visible enemy unit. Attacks made with the Icarus Lascannon can instead target the closest visible enemy unit that can FLY. In either case, if two or more units are equally close, you may choose which is targeted.