If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. 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 in range as normal. You can re-roll any hit rolls of 1 made for friendly <REGIMENT> BASILISKS, WYVERNS, MANTICORES or DEATHSTRIKES when they target enemy units over 36" away in the Shooting phase, if they are within 6" of this model. 6" 4+ 3+ 3 3 3 2 6 5+ 100" Heavy D6 8 -2 D3 This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army. 6" 4+ 3+ 3 3 3 2 6 5+ At the start of the Shooting phase, pick an enemy unit, other than one which can FLY, within 18" of this model. For the duration of the phase, you can re-roll hit rolls of 1 for any friendly AERONAUTICA IMPERIALIS units that can FLY that target the unit you picked. Once per battle, in your Shooting phase you can pick an enemy unit, other than a CHARACTER, which is visible to this model anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a roll of 4-5 the target unit suffers D3 mortal wounds. On a roll of 6, the target unit suffers 3 mortal wounds. You may only call in one air raid per turn, regardless of the number of Officers of the Fleet. 14-26+ 10" 4+ 9 7-13 7" 5+ 6 1-6 4" 6+ 3 6-10+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 6-11+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 7-12+ 10" 4+ 3 4-6 7" 5+ D3 1-3 4" 6+ 1 * 6+ * 7 7 14 3 7 3+ 72" Heavy 1 8 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 48" Heavy 4 7 -1 2 36" Heavy D6 7 -3 1 36" Heavy D6 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. 36" Heavy D6 6 -2 D3 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. * 6+ * 7 8 12 * 7 3+ This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model 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 2D6 10 -4 D6 Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon. - Melee User -2 D3 * 5+ * 9 8 26 * 8 3+ Add 1 to any hit rolls you make for this model for shooting attacks that target TITANIC units. 120" Heavy 3D3 16 -5 2D6 You can re-roll failed wound rolls when targeting TITANIC units with this weapon. * 6+ * 6 6 11 * 7 3+ 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. If this model is reduced to 0 wounds, roll a D6 (adding 2 to the result in the case of a Hellhound) before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. 16" Heavy 2D6 6 -1 1 This weapon automatically hits it's target. 8" Heavy D6 * -3 1 This weapon automatically hits it's target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. 24" Assault D3 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. * 6+ * 6 6 11 * 7 3+ 240" Heavy D6 9 -3 D3 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. * 5+ * 9 8 26 * 8 3+ 72" Heavy 3D6 9 -3 3 * 6+ * 7 7 14 3 7 3+ 7-14+ 20"-45" 3+ 4-6 20"-30' 4+ 1-3 20" 5+ 36" Heavy 8 6 -2 1 10" 6+ 4+ 4 6 4 1 7 3+ ​At the start of any of this model’s Shooting phases, so long as it has not Advanced, it may choose to detonate its Cyclops demolition charge. When it does so, every unit (both friendly and enemy) within D6" is automatically hit by this weapon using the profile stated above – roll separately for each unit. Once this model has detonated its Cyclops demolition charge, remove it from play. Any Cyclops Demolition Vehicle that is removed from play in this way does not award Victory points in scenarios that offer Victory points for slaying enemy units. 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 3+ it explodes, and each unit within 6" suffers D3 mortal wound. * Heavy 2D6 9 -2 D3 ​ This weapon automatically hits its target. This weapon may only be used once per battle. * 6+ * 7 7 14 3 7 3+ 1-3 20" 5+ 4-6 20"-30" 4+ 7-14+ 20"-45" 3+ 72" Heavy 2 7 -1 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 it explodes, and each unit within 6" suffers D3 mortal wounds. 0" - 4+ 4 5 5 - 7 4+ The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. If this model has a twin heavy bolter, it will automatically shoot at the nearest enemy INFANTRY unit in the Shooting phase within range. If this model has a twin lascannon, it will automatically shoot at the nearest enemy non-INFANTRY model in the Shooting phase within range. If there are none of the specified types of unit in range or line of sight, the closest visible enemy unit of any kind must be targeted. However, in all cases this model may only target enemy CHARACTER models if they are the closest model. This unit cannot move for any unit, not can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model. 15 4+ 4+ 4 5 6 2 7 4+ If this model moved over 10" in the movement phase, it gains a 5+ invulnerable save. 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 1 mortal wound. 36" Assault 2 6 1 D3 36" Assault 2D6 3 0 1 15" 4+ 4+ 4 5 6 2 7 4+ If this model moved over 10" in the movement phase, it gains a 5+ invulnerable save. This model doe not suffer the penalty to hit for shooting a Heavy Weapon on a turn in which it has moved. 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 1 mortal wound. 36" Heavy 6 6 0 1 * 6+ * 7 7 15 3 7 3+ 1-3 20" 5+ 4-6 20"-30" 4+ 7-15+ 20"-45" 3+ At the end of each of the Thunderbolt Heavy Fighter's Shooting phases, roll a dice. On a 6+, it immediatley regains a single wound lost earlier in the battle. * 6+ * 7 7 14 3 7 3+ * 6+ * 7 7 14 3 7 3+ Add 1 to hit rolls against units that do not have the FLY keyword 7-12+ 10" 3+ 3 4-6 7" 4+ D3 1-3 4" 5+ 1 * 6+ * 6 7 12 * 7 3+ 6-12+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 36" Heavy D6 10 -3 D3 This weapon can target units not visible to the bearer. * 6+ * 7 8 12 * 7 3+ 6-12+ 8" 4+ 3 3-5 6" 5+ D3 1-2 4" 6+ 1 240" Heavy 2D6 6 -2 D3 This weapon can target units not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When attacking a BUILDING, change the Hades Breaching Drill's Attacks to 2D6 and the Damage of the melta-cutter drill to D6. During deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may drill up from the ground and into battle - set it up anywhere on the battlefield that is more than 9" away from enemy models. The first time this unit is set up, the Hades Breaching Drill Squadron must be deployed as a single group with each model within 2" of at least one other model from their unit. From that point on, the Hades Breaching Drill operates independently from the unit of Veterans and both are treated as separate units for all rules purposes. The Hades Breaching Drill has a 4+ invulnerable save in the Fight phase. 6" 3+ 4+ 5 7 7 D6 7 3+ Melee Melee x2 -4 D3 When making attacks against a VEHICLE, roll D6 for damage instead of D3. 6" 4+ 4+ 3 3 1 2 8 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 0" - 4+ 4 7 6 - 7 4+ 48" Heavy D6 6 -1 D3 This weapon can target units not visible to the bearer. 0" - 4+ 4 7 6 - 7 4+ 48" Heavy 4D6 5 0 1 This weapon can target units that are not visible to the bearer. When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, the Rapier Laser Destroyer is treated as one unit and all the Guardsmen Crew are treated as another. Guardsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer. 3" 6+ 4+ 3 5 3 1 7 3+ 36" Heavy 1 12 -4 D6 If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6. 6-10+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 * 6+ * 6 7 10 * 7 3+ * 6+ * 7 8 13 * 7 3+ 6-13+ 10" 4+ 3 3-5 7" 5+ D3 1-2 4" 6+ 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 plasma blastgun 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. 96" Heavy 2D6 9 -3 3 For each roll of 1, the bearer suffers 1 mortal wound after all the weapon's shots have been resolved. 72" Heavy 2D6 8 -3 2 * 6+ * 7 7 11 * 7 3+ 6-11+ 12" 4+ 3 1-2 4" 6+ 1 3-5 8" 5+ D3 At the end of this model's Movement phase, this model can repair a single <REGIMENT> VEHICLE within 3" (but not itself). That model regains D3 lost wounds. 12" 6+ 4+ 5 6 7 2 7 3+ This model can transport 5 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. And Earthshaker Carriage can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew model is within 3". A single Guardsmen Crew model cannot operate multiple Earthshaker Carriages in this way in a single turn. If all of the Guardsmen Crew within 6" of an Earthshaker Carriage are slain, it immediately shuts down and is removed from play. An Earthshaker Carriage Battery and it's Guardsmen Crew must be deployed as a single group within 3" of each other, and must remain within this distance throughout the battle, but are otherwise treated a separate units. The Guardsmen Crew may only be chosen as a targe in the Shooting phase if they are the closest visible unit to the model that is shooting. 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. * 5+ * 9 8 30 * 8 3+ 14-30" 10" 4+ 5 7-13 7" 5+ 3 1-6 4" 6+ D3 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 Gorgon mortars 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. 50 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. 48" Heavy 2D6 5 -1 1 Units attacked by this weapon do not gain any bonuses to their saving throws for being in cover. 36" Heavy 6 4 0 1 * 6+ * 7 7 11 * 7 3+ 6-11+ 8" 4+ 3 3-5 6" 5+ D3 1-2 4" 6+ 1 48" Heavy D6 6 -1 D3 Roll 2 dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. * 5+ * 8 8 22 * 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 Macharius 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. 72" Heavy 2D6 8 -2 D6 * 5+ * 8 8 22 * 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 Omega pattern plasma blastgun 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 2D6 9 -3 3 For each roll of 1, the bearer suffers 1 mortal wound after all the weapon's shots have been resolved. 60" Heavy 2D6 8 -3 2 11-22+ 10" 4+ 3 6-10 7" 5+ D3 1-5 4" 6+ 1 10-18+ 10" 4+ 3 5-6 7" 5+ D3 1-4 4" 6+ 1 * 5+ * 8 8 22 * 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 Macharius vanquisher 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. 72" Heavy 2D6 8 -2 D3 72" Heavy 2 9 -3 D6 Roll 2 dice when inflicting damage with this weapon and discard the lowest result. * 5+ * 8 8 22 * 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 Macharius vulcan mega-bolter 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 15 6 -2 2 If this model does not move during the Movement phase, in your next shooting phase, change this weapon's type to Heavy 30 until the end of the turn. * 6+ * 7 8 18 * 8 3+ This model does not suffer the penalty to its Demolisher cannon hit rolls for shooting a Heavy weapon on a turn in which it has moved. * 6+ * 7 8 18 * 8 3+ Add 1 to hit rolls for the model when firing Overwatch. This model does not suffer the penalty to its Demolisher cannon hit rolls for shooting a Heavy weapon on a turn in which it has moved. * 6+ * 7 8 18 * 8 3+ * 6+ * 7 8 18 * 8 3+ 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 2D6" suffers D6 mortal wounds. 16" Heavy 2D6 7 -2 2 This weapon automatically hits it's target 16" Heavy 2D6 * -3 1 This weapon automatically hits it's target. In Addition, it wounds on a 2+, unless the target is a VEHICLE, in which case it wounds on a 6+ 0" - 4+ 4 7 7 - 7 4+ 36" Heavy D6 10 -3 D3 When Attacking a BUILDING, increas the weapon's damage to D6 49" Heavy D6 10 -3 D3 This Weapon can target units that are not visible to the bearer. * 6+ * 7 8 13 * 7 3+ 6-13+ 10" 4+ 3 3-5 7" 5+ D3 1-2 4" 6+ 1 If this model attacks a VEHICLE with it's heavy laser destroyer array, roll 2 dice when rolling damage and discard the lowest result. 60" Heavy D3 9 -3 D6 * 6+ * 6 7 10 * 7 3+ During the Shooting phase, a single friendly <REGIMENT> VEHICLE within 6" may re-roll any failed hit rolls when making shooting attacks. This model can transport 6 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. 6-12+ 10" 4+ 3 3-5 7" 5+ D3 1-2 4" 6+ 1 10-20+ 10" 4+ 3 5-9 7" 5+ D3 1-4 4" 6+ 1 * 5+ * 8 8 20 * 8 3+ 8-14+ 20-45" 4+ 4-7 20-30" 5+ 1-3 20" 6+ Instead of shooting this phase the ordered model 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. Re-roll hit rolls of 1 for the ordered model until the end of the phase. This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase. For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability above) that use a randomly determined number (e.g. Heavy D6). The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon (as described in the Grinding Advance ability above). * 5+ * 9 8 26 * 8 3+ Add 1 to any hit rolls you make for this model for shooting attacks that target TITANIC units. 120" Heavy 3D3 16 -5 2D6 You can re-roll failed wound rolls when targeting TITANIC units with this weapon. COMMISSAR or LORD COMMISSAR with a bolt pistol only. The Emperor’s Benediction replaces the model’s bolt pistol and has the following profile: 12 Pistol 3 4 -1 2 This weapon can target a Character even if it is not the closest enemy unit, unless the bearer is within 1" of an enemy unit. OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point. OFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT>unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn. Model with power sword only. The Blade of Conquest replaces the model’s power sword and has the following profile: Melee Melee +2 -4 D3 INFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds. During deployment, you can set up the bearer and one ASTRA MILITARUM INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT> keyword as the bearer if the bearer has one.At the end of any of your Movement phases these units can launch their daring attack – set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models. INFANTRY units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18", rather than half the weapon’s range as normal. VEHICLES with this doctrine treat attacks against them with an AP of -1 as having AP 0. Add 1 to this Warlord’s Attacks characteristic. In addition, add 1 to any wound rolls made for your Warlord in the Fight phase. Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead. Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord. INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made. This Warlord can perform a Heroic Intervention if, after the enemy has completed all their charge moves, they are within 6" of any enemy units. This Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them. Your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker. If the base of every model in an INFANTRY unit with this doctrine is touching the base of at least one other model from the same unit, the unit has +1 Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for VEHICLES with this doctrine when firing Overwatch if they are within 3" of one or more other friendly MORDIAN VEHICLES. These modifers to hit rolls are an exception to the normal rules which do not allow modifers when making Overwatch shots – in such cases a result of 7 is also a successful hit. Roll a dice for each model that flees from any friendly MORDIAN units within 6" of your Warlord in the Morale phase. On a 4+, that model does not flee. INFANTRY units with this doctrine can Advance and still shoot any weapon type (except Heavy weapons). When they do so, they do not suffer the usual penalties to hit rolls for Assault weapons. VEHICLES with this doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a TITANIC VEHICLE with this doctrine Advances, it treats all Heavy weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Heavy D6 weapon is treated as an Assault D6 weapon). Your Warlord and all friendly TALLARN units within 6" of them can charge even if they Fell Back that turn. Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more. Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. INFANTRY units with this doctrine halve the number of models that flee, rounding up, if they fail a Morale test. VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are. Roll a dice each time your Warlord suffers a wound or mortal wound. On a 5+, the wound is ignored. If your Warlord has the VEHICLE keyword, the wound is ignored on a roll of a 6+ instead. OFFICERfrom your army with the Voice of Command ability only. Your Warlord can issue orders whilst embarked within an EMPEROR’S BLADE CHIMERA orEMPEROR’S BLADE TAUROX(measuring ranges from any point on the vehicle) and is treated as being within 3" of a vox-caster. When doing so, these orders can only be issued to friendly EMPEROR’S BLADE units. Each time you roll a wound roll of 6+ for an attack made by a friendly EMPEROR’S WRATH unit while they are within 6" of your Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2). Re-roll hit rolls of 1 for your Warlord and friendly EMPEROR’S CONCLAVE units within 6" of your Warlord in the Fight phase. You can re-roll hit rolls when your Warlord, and friendly EMPEROR’S FIST units within 6" of your Warlord, fire Overwatch. Add 1 to hit rolls for attacks made by friendly TEMPESTUS DROP FORCE INFANTRY units that disembarked from a friendlyTEMPESTUS DROP FORCE VALKYRIE this turn while they are within 6" of your Warlord. The bearer has a 3+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed, the Shield of Mortwald ceases to function for the rest of the battle. If a friendly EMPEROR’S CONCLAVE unit within 6" of the bearer takes a Morale test, roll two D6 and use the lowest result to determine the outcome of the Morale test. In addition, if the bearer is slain, before removing the model from the battlefield, pick another friendly EMPEROR’S CONCLAVE unit within 6" of the bearer. For the rest of the battle that unit does not have to take Morale tests and can add 1 to its Attacks characteristic. Model with battle cannon only. Hammer of Sunderance replaces the bearer’s battle cannon and has the following profile: 72" Heavy D6 8 -2 3 - In your Shooting phase, pick an EMPEROR’S WRATH unit from your army within 6" of the bearer. Until the end of that phase, enemy units do not receive the benefit of cover when targeted by shooting attacks made by that unit. If the bearer is targeted or affected by a psychic power, roll a D6; on a 2+ the psychic power has no effect on the bearer. “9TH IOTAN GORGONNESmodel equipped with a boltgun only. This Relic replaces a boltgun and has the following profile: 12" Rapid Fire 1 5 -2 2 “This weapon can target a CHARACTERunit even if it is not the closest enemy unit. When resolving an attack made with this weapon against a PSYKERunit, this weapon has a Damage characteristic of 3 for that attack. “55TH KAPPIC EAGLESmodel only. When resolving an Overwatch attack made by a friendly 55TH KAPPIC EAGLES model within 3" of a model with this Relic, if that attack scores a hit, the target is slowed until the end of the phase. When a charge roll is made for a slowed unit, halve the result (rounding up)” “43RD IOTAN DRAGONSmodel equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile: 12" Pistol 3 7 -3 1 “If any hit rolls of 1 are made for attacks with this weapon’s supercharge profile, the bearer is destroyed after shooting with this weapon. 12" Pistol 3 8 -3 2 “If any hit rolls of 1 are made for attacks with this weapon’s supercharge profile, the bearer is destroyed after shooting with this weapon. “33RD LAMBDAN LIONSmodel only. Friendly 133RD LAMBDAN LIONSmodels have a 5+ invulnerable save whilst within 6" of a model from your army with this Relic. “32ND THETOID EAGLESmodel equipped with a hot-shot laspistol only. This Relic replaces a hot-shot laspistol and has the following profile: 12" Pistol 2 3 * * “When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends. “54TH PSIAN JAKALS model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile: Melee Melee +1 -2 2 “When the bearer fights, it makes 3 additional attacks with this weapon. When resolving an attack made with this weapon against an AELDARIunit, you can re-roll the wound roll. “At the start of your Shooting phase, select one enemy unit within 18" of this Warlord. Until the end of that phase, when resolving an attack made by a friendly 43RD IOTAN DRAGONSmodel whilst its unit is within 6" of this Warlord, that enemy unit does not receive the benefit of cover. “When a Psychic test is taken for an enemy PSYKERmodel within 24" of this Warlord, that model suffers Perils of the Warp on a roll of any double.” “When using this Warlord’s Voice of Command ability, it can issue orders to friendly 55TH KAPPIC EAGLES INFANTRYunits within 24". In addition, while this Warlord is embarked within a TRANSPORTmodel it can still use its Voice of Command ability; when doing so, make any measurements from that TRANSPORTmodel’s hull. “Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly 133RD LAMBDAN LIONSunits whilst their unit is within 6" of this Warlord.” “When resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a friendly 32ND THETOID EAGLESmodel whilst within 6" of this Warlord, on an unmodified wound roll of 6 that weapon has an Armour Penetration characteristic of -4 for that attack. “At the start of the first battle round, before the first turn begins, select up to three 54TH PSIAN JAKALSunits from your army on the battlefield. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first). Melee Melee User -3 2 Each time the bearer fights, it can make 2 additional attacks with this weapon. TALLARN model with power sword only. Claw of the Desert Tigers replaces the model’s power sword and has the following profile: Melee Melee +2 -3 2 CATACHAN model with power sword only. The Mamorph Tuskblade replaces the model’s power sword and has the following profile: 12 Pistol 2 4 -1 2 Friendly VALHALLAN units within 6" of the bearer can never lose more than one model as the result of any single failed Morale test. VALHALLAN model with bolt pistol only. Pietrov’s Mk 45 replaces the model’s bolt pistol and has the following profile: MORDIAN INFANTRY model only. Each time the bearer suffers a wound or mortal wound, roll a dice; on a 4+ the wound is negated and has no effect. MILITARUM TEMPESTUS model only. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1, the Reliquary issues contradictory nonsense and nothing happens. CADIAN model only. Once per battle, the bearer can unveil this relic at the start of any turn. Until the end of that turn, you can re-roll hit and wound rolls of 1 for all CADIAN units within 12" of the bearer. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit. ARMAGEDDON CHARACTER only. Enemy units within 3" of the bearer suffer a -1 penalty to their Leadership. ORK units suffer a -2 penalty instead. VOSTROYAN INFANTRY model only. Increase the model’s Toughness characteristic to 4 and Save characteristic to 2+. * 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. After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord. Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn. If your Warlord is a COMMISSAR, it can issue an order to any < REGIMENT> INFANTRY unit (irrespective of what regiment that unit is from – e.g. MIILITARUM TEMPESTUS, CADIAN, etc.) When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is immediately refunded. You can re-roll failed Morale tests for friendly ASTRA MILITARUM INFANTRY units within 6" of your Warlord in the Morale phase. Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command). Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle “Use this Stratagem before the battle. Select one VALKYRIE model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability. 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer. 7 18" Choose an enemy unit within 18" of the psyker. That unit subtracts 2 from its Leadership until the start of your next turn. 6 2D6" Draw a straight line 2D6" long directly away from the psyker. Roll a die for each model the center of the line passes over. On a 4+ that model's unit suffers a mortal wound. 6 12" Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws. 6 12" Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls. 4 12" Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, that unit automatically passes Morale tests. 7 18" Select an enemy unit within 18" of the psyker. Roll at D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can ten roll another die. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the die roll required each time (so the next roll would need a 4+, than 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed. Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array. If a vehicle with a dozer blade charges in the Charge phase, add 1 to all hit rolls made for it until the end of the ensuing Fight phase. A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds). 24" Assault D6 3 0 1 24" Assault 1 6 -1 D3 INFANTRY models in BROOD BROTHERS Detachments increase their Leadership characteristic by 1 and they gain the Unquestioning Loyalty ability. “When an INFANTRYmodel with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons. “Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with. When you roll to determine the Type characteristic of any weapon a VEHICLEmodel with this doctrine is equipped with, you can re-roll one of the dice. “When resolving an attack made with a ranged weapon against an INFANTRYunit with this doctrine, if that unit did not Advance in its previous Movement phase, it is treated as receiving the benefit of cover to its saving throws “When resolving an attack made with a flamer, heavy flamer or twin heavy flamer by a model with this doctrine, you can re-roll a wound roll of 1. “When an INFANTRYunit with this doctrine Advances, you can re-roll the Advance roll “When resolving an Overwatch attack made by a <REGIMENT> VEHICLEmodel with this doctrine whilst within 3" of another friendly <REGIMENT> VEHICLEunit, a hit roll of 5+ scores a hit. “INFANTRYmodels with this doctrine can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack, subtract 1 from the hit roll. “When resolving an attack made with a melee weapon by an INFANTRYmodel with this doctrine, an unmodified hit roll of 6 scores 1 additional hit. “When resolving an attack made with a Heavy weapon by a model with this doctrine against a MONSTERunit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. “When resolving an attack made with a melee weapon by a <REGIMENT> INFANTRYmodel with this doctrine whilst within 9" of a friendly <REGIMENT> OFFICER model, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). “At the start of your turn, roll one D6 for each VEHICLEmodel from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds “TANK COMMANDERmodels with this ability can issue one additional Tank Order each turn.” “This model has a Save characteristic of 2+” “In your Shooting phase, this model can shoot with turret weapons it is equipped with even if it Advanced this turn. “Improve the Armour Penetration characteristic of turret weapons (see Codex: Astra Militarum) this model is equipped with by 1 (e.g. AP 0 becomes AP -1). “In your Shooting phase, when resolving an attack made by this model, if it did not move or moved a distance less than half its Move characteristic in the preceding Movement phase, re-roll a wound roll of 1. “When resolving an attack made with a ranged weapon against this unit, reduce the Damage characteristic of that weapon by 1 (to a minimum of 1) for that attack. “Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase “When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit. “Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 (e.g. AP 0 becomes AP -1).” “Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with” “INFANTRY models with this doctrine do not suffer the penalty for moving and firing Heavy weapons. When resolving an attack made by a model with this doctrine in a turn in which it disembarked from a TRANSPORT, add 1 to the hit roll.” “When resolving an attack made with a ranged weapon by an INFANTRYmodel with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit. If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots. “When rolling to determine the Type characteristic of a ranged weapon this model is equipped with, you can re-roll any or all of the dice. “In the Shooting phase, after you have resolved all of the attacks made by this model, select one enemy unit that any of those attacks scored a hit against. Until the end of the turn, subtract 2 from the Leadership characteristic of that unit. “Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).” “If your army is Battle-forged, this model gains the Regimental Doctrine of its <REGIMENT>even if it is in a Super-heavy Auxiliary Detachment” “This model receives the benefit of cover until the first time it moves in the battle.” “When a Morale test is taken for a friendly ASTRA MILITARUMunit within 6" of this model, roll one additional D6 and discard one of the dice.” Roll a D6 at the start of each of your turns. On a 2+ one units from yoru army with this ability can perform an Act of Faith chosen from the following list: Hand of the Emperor: The unit can immediately move as if it were the Movement phase. Divine Guidance: The unit can immediately shoot as if it were the Shooting phase. The Passion: The unit can, if it is within 1" of an enemy unit, immediately pile in and attack as if it were the Fight phase. Spirit of the Martyr: One model in the unit recovers D3 lost wounds, or you can return a single slain model to the unit with 1 wound remaining. Models in this unit have a 6+ invulnerable save. In addition, this unit can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if it does so, 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. When attempting to deny a psychic power, first select a model in the unit – measure range, visibility etc. from this model. When selecting this unit for your army, choose which forgeworld it will be from. This replaces the <FORGEWORLD> keyword in all instances on this datasheet. youcan add 1 to the Attacks characteristic of thie model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds. Models may disembark from this vehicle at any point during its move, but if the Valkyrie moves more than 20", you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move characteristic by 20" until the end of the phase - do not roll a dice. The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. 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. Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase. Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase. If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase. Up to 10 models being transported by a Banehammer can shoot in their Shooting phase, measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having moved if they or the Banehammer moved in the preceding Movement phase. This model has a 5+ invulnerable save. This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn. 6" 4+ 3+ 3 3 1 1 6 5+ 6" 4+ 3+ 3 3 2 2 6 5+ If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of a 4+, one model in the unit recovers a wound it lost earlier in the battle (if the model has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn. 6" 4+ 4+ 3 3 1 1 6 5+ 6" 4+ 4+ 3 3 2 2 6 5+ Any friendly ASTRA MILITARUM units within 6" of a COMMISSAR can use his Leadership instead of their own. The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the Morale test). The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. * 6+ * 7 8 12 * 7 3+ Up to 20 models being transported by a Stormlord can shoot in their Shooting phase, measuring and drawing line of sight from any point on the vehicle. Units that shoot in this manner count as having moved if they or the Banehammer moved in the preceding Movement phase. 6" 4+ 3+ 3 3 1 1 6 4+ * 6+ * 6 7 11 * 7 3+ Airborne: This model can not 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. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds. Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models. Your Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. Before this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginntng of your next Movement phase. Add 1 to hit rolls against units that do not have the FLY keyword Each time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase it's Move characteristic by 20" until the end of the phase - do not roll a dice. 72" Heavy 1 8 -2 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. Once per battle, a model equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the model has moved, pink 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 5+, the unit suffers a mortal wound. 72" Heavy 2D6 4 0 1 60" Heavy 1 7 -2 D3 Add 1 to all to hit rolls for this weapon against targets that can FLY. Subtract 1 from to hit rolls against all other targets. 36" Assault D6 5 -1 1 24" Heavy 4 4 -2 1 - An artillery piece can only fire its ranged weapon if a friendly <REGIMENT> Guardsmen Crew is within 3". A single Guardsmen Crew model cannot operate multiple artillery pieces in this way in a single turn. If all of the Guardsmen Crew within 6" of an artillery piece are slain, it immediately shuts down and is removed from play. The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. 6" 4+ 4+ 3 3 1 1 6 5+ If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, Conqueror battle cannon, Demolisher cannon, Eradicator nova cannon, Executioner plasma cannon, Exterminator autocannon, Punisher gatling cannon, Stygies Vanquisher battle cannon, twin lascannon and Vanquisher battle cannon. 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 (but only its twin heavy bolter or twin heavy flamer can target units that are within 1" of it – its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half the model is obscured from the firer. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. If this model starts its move within 1" of a friendly ASTRA MILITARUM ARTILLERY model, it can choose to tow it so long as neither this model nor the ARTILLERY model is within 1" of an enemy model. If it does this, this model immediately makes a move of up to 12" The ARTILLERY model is then placed anywhere withing 1" of this model so that no part of the ARTILLERY model has moved more than 12" from where it started. An ARTILLERY model that has been towed may not fire its weapons during the Shooting phase of the same turn. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds. If during the same Shooting phase this model shoots it's Main gun at the same target as it's co-axial weapon, it may reroll any hit rolls with it's Main Gun. At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. 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. 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 3" suffers 1 mortal wound. 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 D6 mortal wounds. If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. The Leman Russ tank’s sturdy frame allows it to keep up a fearsome rate of fire even as it advances on the foe. If this model moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model’s turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon and punisher gatling cannon. The first time this unit is set up, all moidels in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. You can re-roll failed hit rolls for this unit in a turn in which it charged, made a heroic intervention, or was changed by an enemy unit. If your army is Battle-forged, this unit does not take up slots in a Detachment that includes any MINISTORUM PRIESTS.