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Wew lads. GW sure screwed the pooch again. Tried so hard but in the end, they committed balance suicide by making the codices give buffs without costs, effectively nerfing all the factions which haven't been updated including [[Your Dudes|the most important one]]. Of course, I got even angrier than I was with 7th edition because 8th edition seemed pretty great, alas here I am again this time with a project I can hopefully get done in a week or two from now.  
The Angrier Initiative is an attempt at a streamlined version of Warhammer 40k 9th edition. Using core rules and datasheets, FAQs and Errata as a base and replacing or scrapping everything else means far less bloat. No Detachment rules (Chapter Tactics, Combat Doctrines and Super Doctrine
esque rules) or Chapter Command upgrades. New Relics, Warlord Traits and a new Stratagem system. New missions and new points to factor in the changes. The project is a work in progress.


So what is this? Well, it attempts to bring a buff to all factions that is roughly equal to the buff the Space Marine Codex gave [[Space Marines|everyone's favourite faction]]. This means that I assume the game is balanced without Space Marines getting free special rules for most of their units, a free relic and a boatload of new Stratagems. Of course, this might not be the case, Space Marines might have needed a buff and so while they had initially planned to increase the points costs to balance out the new buffs, they found that the Space Marines were so underpowered that they needed all these buffs just to be as strong as the competition. Tournament results disagree.  
=Warhammer Forty Thousand Points=
Work in progress.


There will be no updated points costs, there will be no math. Only a bunch of stuff that has more or less been copy pasted from Codex Space Marines or an earlier codex of the relevant faction. Hopefully, it roughly matches the power-level of the newest codex.
=Missions and Terrain=
==ALL FACTIONS==
Import pending.
All Troops choices in a battle-forged list gain the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have fewer models than your opponent within 3” of the objective unless at least one of those enemy models also has the Objective Secured ability.
==DRUKHARI==
===COVEN TACTICS===
====ALTERED====
'''Anatomy Shifters:''' Do not write down what wargear '''ALTERED''' units are armed with when making your army list, instead simply make sure you enough leftover points to give them the cheapest wargear loadout available to them. During deployment you may use any leftover points you have to equip '''ALTERED''' units with wargear available to them.
====BLACK DESCENT====
'''Wicked Games:''' Enemy units may not Fall Back the turn after being successfully charged by a '''BLACK DESCENT''' unit. '''BLACK DESCENT''' units may charge in the same turn they Fall Back.
====COVEN OF TWELVE====
'''The Ending is Paramount:''' '''COVEN OF TWELVE''' units add +1 to their Wound rolls when attacking '''CHARACTER''' units. 
====DARK CREED====
'''Scared to Death:''' Enemy units within 6" of a '''DARK CREED''' unit but more than 1" away from all '''DARK CREED''' unit suffer a -3 penalty to their Ld.
====EBON STING====
'''Black Toxin:''' At the end of each Fight phase all enemy models that are not '''VEHICLES''' which have suffered one or more unsaved Wounds this turn from an '''EBON STING''' unit suffers a single mortal wound.
====EVERSPIRAL====
'''Worsening Depravity:''' '''EVERSPIRAL''' units do not receive any benefits from the Power From Pain ability on the first turn but instead the benefits of the first two turns on the second turn and receive all the benefits from turn 3 onward. After turn 3, add the turn number to Advance and Charge rolls for '''EVERSPIRAL''' units. 
====HEX====
'''Curse Crafters:''' Once per turn each '''HEX''' unit may invoke a curse by forcing an enemy unit within 6" to re-roll a single successful hit, wound or save roll.
====PROPHETS OF FLESH====
'''Fortune Favours the Depraved:''' Each time a '''PROPHETS OF FLESH''' unit destroys a unit in the Shooting phase or in the Fight phase you gain a single Command Point.
===CULT TACTICS===
====CURSED BLADE====
'''Cuthroat Mentality:''' '''CURSED BLADE''' units can re-roll failed Wound rolls in the Fight phase on the turn they Charge. 
====JADED BLADE====
'''Blade in Your Back:''' When Charging enemy units that are already engaged in close combat roll 3D6 and discard the lowest result to determine the charge range of '''JADED BLADE''' units.
====RED GRIEF====
'''Deadly Plunge:''' Increase the invulnerable save of all '''RED GRIEF''' units by +1 during your turn (to a minimum of 6+) and decrease it by -1 during your opponent's turn. '''RED GRIEF''' units may Fall Back and Advance in the same turn.
====STRIFE====
'''Epitome of Speed:''' '''STRIFE''' units always count as having Charged in the Fight phase but do not benefit from the Combat Drugs ability.
====SEVENTH WOE====
'''Big Game Hunters:''' Add +1 to the Wound rolls of '''SEVENTH WOE''' units on the turn they charge or when attacking '''MONSTROUS CREATURES'''.
====TWISTED KNIFE====
'''Tour Guides of Suffering:''' Friendly '''DRUKHARI''' units that are not '''VEHICLES''' within 3" of a '''TWISTED KNIFE''' unit gain the benefit of cover if at least half their models benefit from cover. 
====WITHERED BLADE====
'''Twisted Slavers:''' Enemy units within 1" of one or more '''WITHERED BLADE''' units may not Fall Back.
====WRATH UNBOUND====
'''No Escape:''' Enemy units engaged against two or more '''WRATH UNBOUND''' units subtract 1 from their Hit rolls and may not Fall Back.
===KABAL TACTICS===
'''Each Kabal has developed unique ways of inflicting fear and suffering that best satiates their thirst for pain.'''
====BLACK HEART====
'''Unassailable Strength:''' All Black Heart units and all Transports containing Black Heart units must be deployed before your opponent starts deploying. Add 1 to Wound Rolls of Black Heart units.
====BROKEN SIGIL====
'''Fearmongers:''' Enemy units within 3" of one or more Broken Sigil units subtract 1 from their Ld. 
====DYING SUN====
'''Overweening Pride:''' Dying Sun units automatically pass Morale tests. Your opponent must subtract 1 from Hit rolls when shooting at Dying Sun units with the Power From Pain ability more than 12" away after the third battle round.
====IRON THORN====
'''Airborne Armada:''' Add +1 to Hit rolls for Iron Thorn units embarked upon a Transport.
====LAST HATRED====
'''Forbidden Arts:''' Add one to the current battle round when determining the effect of the Power From Pain ability on Last Hatred units.
====OBSIDIAN ROSE====
'''Armsdealers:''' You can re-roll a single failed to hit roll and a single failed wound roll made for a Obsidian Rose unit with this tactic each time it shoots or fights.
====POISONED TONGUE====
'''Underhanded:''' You may choose to wait deploying all Poisoned Tongue units and Transports containing one or more Poisoned Tongue units until after your opponent has finished deploying.
====SEVERED====
'''Webway Mastery:''' During deployment, '''SEVERED''' units and Transports containing Severed units may be deployed in the Webway instead of deploying normally. At the end of any of your Movement phases, the unit may enter the battlefield through the webway – set it up anywhere on the battlefield that is more than 18" away from any enemy models.
===DRUKHARI STRATAGEMS===
====BLOODY GAMES====
'''3 CP:''' 1 CP: Use this Stratagem at the end of the Fight phase. Select a '''<CULT>''' unit – that unit can immediately fight for a second time.
====CHEM BOMBARDMENT====
'''1 CP:''' Use this Stratagem at the start of your turn while your '''BROKEN SIGIL''' Warlord is alive. Until the end of the turn enemy units in your opponent's deployment zone subtract 1 from their Ld.
====COMBAT STIMMS====
'''1 CP:''' Use this Strategem at the start of your turn. A single friendly '''<KABALITE>''' unit within 24" of your Warlord benefits from the Combat Drugs ability until the end of this turn. If you haven't already rolled for the effect of Combat Drugs this game, do so now.
====CORPSETHIEF CLAW====
'''3 CP:''' Use this Stratagem after deployment but before the first game turn. Choose 5 '''TALOS''' that are all within 12" of at least four other '''TALOS''' they can make a move before the game begins.
====CRUEL SPORT====
'''1 CP:''' Use this Stratagem when a unit suffers an unsaved wound from a '''<KABAL>''' unit in the Shooting phase. Each time another unit from the same '''<KABAL>''' causes one or more unsaved wounds the unit lowers its Leadership by -1 until the end of the turn. 
====DARK ARTISAN====
'''1 CP:''' Use this Stratagem when a '''CRONOS''' or '''TALOS''' declares a charge while within 6" of a '''HAEMONCULUS''', that '''CRONOS''' or '''TALOS''' adds +1 to its hit rolls and charge rolls this turn.
====DEATH DENIED====
'''3 CP:''' Use this Stratagem when a '''DRUKHARI''' character is removed from the table, the character is not destroyed but is instead placed in a regeneration chamber. Roll a D6 at the end of each of your Movement phases. On a roll of 5 or more, the character is returned to life and may enter the battlefield anywhere more than 9" away from any enemy models. Add 1 to the roll for each failed roll you've made to resurrect the character this game. The character counts as having been destroyed if it does not enter the battlefield before the game ends.
====DEATHDEALERS====
'''1 CP:''' Use this Stratagem just before an '''OBSIDIAN ROSE''' Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a splinter weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a splinter weapon is any weapon profile whose name includes the word ‘splint’ (e.g. Splinter pistol, splinter rifle and splinter cannon).
====DEVIOUS TRAPPERS====
'''1 CP:''' Use this Stratagem when a '''DRUKHARI''' unit that does not have the '''FLY''' keyword Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
====FORBIDDEN ARTEFACTS====
'''3 CP:''' Use this Stratagem at the start of your opponent's Shooting phase: your opponent must subtract 1 from Hit rolls when shooting at '''DYING SUN''' units more than 12" away until the end of the turn.
====FREAKISH SPECTACLE====
'''1 CP:''' Use this Stratagem when an enemy unit passes its Morale test within 6" of a '''<COVEN>''' unit, you may force your opponent to re-roll the Morale test.
====GLORIOUS PAIN====
'''1 CP:''' Use this Stratagem when you fail an attempt to ignore a wound with the Power From Pain ability. Until the end of the turn that unit can re-roll all such failed attempts.
====GROTESQUERIE====
'''3 CP:''' Use this Stratagem before deployment if you army includes at least 1 '''HAEMONCULUS'''. Choose up to two units of '''GROTESQUES''' and roll on the table below.
*1: The chosen units add +2 to their Strength characteristic.
*2: The chosen units add +2 to their Toughness characteristic.
*3: The chosen units add +3 to their Movement characteristic.
*4: The chosen units add +1 to their Attacks characteristic.
*5: The chosen units add +3 to their Save characteristic.
*6: The chosen units add +1 to their Invulnerable saving throws.
====HAYWIRE BOMBARDMENT====
'''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase, if you have a '''DRUKHARI''' Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every '''VEHICLE''' unit within D6" of that point. On a 2+, the unit being rolled for suffers D3 mortal wounds.
====HAYWIRE GRENADE====
'''1 CP:''' Use this Stratagem instead of attacking a '''VEHICLE''' normally with an '''ARCHON''', '''DRACHON''', '''SUCCUBUS''' or Syren. Make a single hit roll, if successful the target suffers D3 mortal wounds.
====KIN-STRIFE====
'''1 CP:''' Use this Stratagem when a '''LAST HATRED''' unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a '''CRAFTWORLD ELDAR''' unit or '''YNNARI''' unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
====LIGHTNING STRIKE====
'''1 CP:''' Use this Stratagem at the end of the Movement phase. Select a '''RED GRIEF''' unit that is embarked on a Transport, that unit can immediately disembark.
====RARE DELICACY====
'''2 CP:''' Use this Stratagem at the end of the Morale phase when an enemy unit with an Ld of 8 or more suffers one or more casualties in the Morale phase. All friendly units within 1" of the unit can immediately Fight but must direct all their attacks against the unit, any that cannot be directed against the unit are lost. Wounds caused in this way have no effect on Morale tests this turn or the next.
====MASTER OF EPICUREANS====
'''1 CP:''' Use this Stratagem before deployment by nominating one '''HAEMONCULUS'''. While the nominated model is within 6" of '''CRONOS''' friendly units of '''WRACKS''' within 12" of the nominated model ignore the first wound suffered each phase, this applies before the Power From Pain ability.
====NIGHTBORN TERRORS====
'''1 CP:''' Use this Stratagem at the end of your Movement phase to move a friendly unit of '''MANDRAKES''' to anywhere on the battlefield more than 9" away from any enemy models.
====PAID IN KIND====
'''3 CP:''' Use this Stratagem when an '''INCUBI''' unit attacks. Until the end of the Fight phase re-roll hit and wound rolls of 1 and add +1 to their Damage characteristic. 
====QUEENS OF BLOOD====
'''1 CP:''' Use this Stratagem during the Fight phase if 3 or more '''SUCCUBI''' are engaged in close combat by choosing three '''SUCCUBI'''. The chosen models can re-roll hit and wound rolls until the end of the phase. 
====SCALPEL SQUADRON====
'''2 CP:''' Use this Stratagem when a unit of '''WRACKS''' that started the game embarked on a '''VENOM''' is destroyed before your second turn. The unit is immediately placed in a regeneration vat and does not count as having been destroyed. At the start of your third Movement phase the unit may arrive anywhere in your deployment zone entirely within 3" of a table edge.
====SHADOW RAY====
'''1 CP:''' Use this Stratagem just before an '''IRON THORN RAVAGER''' model attacks in the Shooting phase while it is within 6" of at least two other '''IRON THORN RAVAGER''' models. You only make a single hit roll with each of the model's weapons this phase, however, each hit causes D3 mortal wounds.
====SNAKETONGUE====
'''X CP:''' Use this Stratagem while your Poisoned Tongue Warlord is alive when your opponent activates a Strategem by using the same amount of CP paid to use their Stratagem. Your enemy's Stratagem does not have any effect and cannot be used until the end of the current phase.
====THE DAIS OF DESTRUCTION====
'''3 CP:''' Use this Stratagem before the battle. Select a '''BLACK HAND RAIDER''' in your army. Replace this model’s '''RAIDER''' keyword with '''DAIS OF DESTRUCTION'''. Increase this model's Toughness to 7.
====WEBWAY ASSAULT====
'''1 CP:''' Use this Stratagem during deployment instead of deploying a unit normally. The unit hides in the webway instead of being deployed normally. At the end of any of your Movement phases the unit can make a webway assault - set them up anywhere on the battlefield that is more than 12" away from any enemy models.
====YOU DARE?====
'''1 CP:''' Use this Stratagem when an enemy unit fires at a unit of '''SQOURGES'''. Until the end of your next Fight phase that unit of '''SCOURGES''' can re-roll failed hit and wound rolls against the firing unit.
===WARLORD TRAITS===
If the Warlord of your army is a '''DRUKHARI CHARACTER''', you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
====1. ANCIENT TERROR====
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
====2. SHADOW STALKER====
Your opponent may not fire Overwatch at your Warlord.
====3. DEPRAVED TENACITY====
Add 2 to the Wounds characteristic of your Warlord.
====4. PARAGON OF EVIL====
At the start of your Shooting phase you may nominate a single friendly '''DRUKHARI''' unit. Each time you roll a wound roll of 4 or more using a splinter weapon for that unit, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
====5. MALIGNANT MASTERMIND====
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
====6. TROPHY HUNTER====
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy '''CHARACTERS'''.
====COVEN, CULT AND KABAL WARLORD TRAITS====
If you wish, you can pick a Kabal Warlord Trait from the list below instead of the Drukhari Warlord Traits to the left, but only if your Warlord is from the relevant Kabal.
====NAMED CHARACTERS AND WARLORD TRAITS====
If a named character is your Warlord, they must be given the associated Warlord Trait of their Coven/Cult/Kabal. For example, if Lelith Hesperax is your Warlord, she would have the Strife’s Untouchable Warlord Trait.
====ALTERED====
'''Necrotoxic Scientist:''' All friendly '''ALTERED''' models within 6" may re-roll failed wound rolls against units which share one or more keywords with a unit your Warlord has destroyed.
====BLACK DESCENT====
'''Best Served Cold:''' When your Warlord Falls Back you may choose a '''CHARACTER''' and roll a D3, if the roll is higher than the Character's remaining number of wounds the Character is removed from play. 
====COVEN OF TWELVE====
'''Warped Arms Race:''' When your Warlord is destroyed you may pick a '''COVEN OF TWELVE HAEMONCULI''' to be your Warlord. The new Warlord will also have this Warlord Trait. 
====DARK CREED====
'''Master of Fear:''' You may force your opponent to re-roll any Morale test taken for a unit within 6" but more than 1" away from your Warlord.
====EBON STING====
'''Master of Pain Engines:''' At the start of the game you may nominate a friendly '''EBON STING TALOS'''. The nominated model may choose one of the following:
*BLACK JESTER: This model always wounds on a 2+ in the Fight phase while targeting a '''MONSTROUS CREATURE'''.
*IRON DERVISH: This model may make D3 additional attacks in the Fight phase while within 6" of 10 or more enemy model.
*DEATH STINGER: This model may re-roll failed hit rolls in the Shooting phase.
====EVERSPIRAL====
'''Soulhunger:''' Your Warlord loses a single wound at the end of each Fight phase unless they are within 6" of a '''CRONOS''' or 1" of an enemy model. Your Warlord regains a single wound lost earlier in the battle at the end of each Fight phase if they are within 6" of a '''CRONOS''' or 1" of an enemy model.
====HEX====
'''Artist of Depravity:''' You gain a single CP each time an enemy model is lost due to Morale while their unit is within 1" of your Warlord.
====PROPHETS OF FLESH====
'''Purity of Body, Depravity of Mind:''' Your Warlord may re-roll failed Charge, hit and wound rolls unless they are missing one or more wounds.
====CURSED BLADE====
'''Cuthroat Mentality:'''
====JADED BLADE====
'''Blade in Your Back:'''
====RED GRIEF====
'''Deadly Plunge:'''
====STRIFE====
'''Untouchable:''' Your Warlord can re-roll failed invulnerable saving throws of 1.
====SEVENTH WOE====
'''Big Game Hunters:'''
====TWISTED KNIFE====
'''Pact Maker:''' Your Warlord can perform a Heroic Intervention if the enemy are within 6" (rather than 3") and can move up to 6" when doing so.
====WITHERED BLADE====
'''Twisted Slavers:'''
====WRATH UNBOUND====
'''No Escape:''' 
====BLACK HEART====
'''Unassailable Strength:'''
====BROKEN SIGIL====
'''Fearmongers:'''
====DYING SUN====
'''Overweening Pride:'''
====IRON THORN====
'''Airborne Armada:'''
====LAST HATRED====
'''Forbidden Arts:'''
====OBSIDIAN ROSE====
'''Armsdealers:'''
====POISONED TONGUE====
'''Underhanded:'''
====SEVERED====
'''Webway Mastery:'''
====CRIMSON FISTS====
'''TENACIOUS OPPONENT: If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.
====IMPERIAL FISTS====
'''ARCHITECT OF WAR:''' Friendly '''IMPERIAL FISTS''' units within 6" of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
====IRON GUARD====
'''MERCILESS LOGIC:''' Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks).
====RAVEN GUARD====
'''SILENT STALKER:''' Enemy units cannot fire overwatch at your Warlord.
====SALAMANDERS====
'''ANVIL OF STRENGTH:''' Add 1 to the Strength characteristic of your Warlord.
====ULTRAMARINES====
'''ADEPT OF THE CODEX:''' Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
====WHITE SCARS====
'''DEADLY HUNTER:''' Roll a dice each time your Warlord finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers a mortal wound.
==NECRONS==
===DYNASTY TACTICS===
'''The eccentricities of the nobles of a Necron Dynasty shapes the way in which the Dynasty wages war.'''


If your army is Battle-forged, all '''INFANTRY''', '''BIKER''', '''CATACOMB COMMAND BARGE''' and '''TRIARCH STALKER''' units in a Necron Detachment gain a Dynasty Tactic, so long as every unit in that Detachment is drawn from the same Dynasty. The Dynasty Tactic gained depends upon the Dynasty they are drawn from, as shown in the table opposite. For example, a '''SAUTEKH''' unit with the Dynasty Tactics ability gains the Servitude or Death Tactic.  
=Objective Secured=
All Troops and TITANIC units gain Objective Secured ability. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.


If your Dynasty does not have an associated Dynasty Tactic, use the Dynasty Tactic which best fits your Dynasty.
=Relics=
===Adepta Sororitas===
BLADE OF SAINT ELLYNOR


Note that due to their robotic nature, '''CANOPTEK''' units are an exception and never gain a Dynasty Tactic.
Model equipped with a blessed blade only. Each time the bearer fails a saving throw add 1 to the Damage characteristic of the bearer's blessed blade until the end of the game. Add 1 to the bearer's Strength characteristic for each enemy CHAOS or PSYKER unit within 3" of the bearer.
====SARNEKH====
'''Honourless:''' Whenever a unit with this tactic Advances it moves an extra 2" in addition to the distance rolled (BIKER units with the Turbo-boost ability, therefore, move an additional 8" when Advancing). In addition, units with this tactic can still charge in a turn in which they Fell Back.
====SAUTEKH====
'''Servitude or Death:''' After deployment, you may choose a number of enemy units including more than one model equal to or lower than the number of units in your army with this tactic, roll 2d6 for each chosen unit. If the result exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. Your opponent chooses which models flee from the units you chose.
====MAYNARKH====
'''Flensing Scarabs:''' Models with this tactic can re-roll hit rolls on the turn they charge.
====MEPHRIT====
'''Pitiless Efficiency:''' Models with this tactic can re-roll hit rolls of 1 against units which have suffered one or more casualties this turn. When shooting at a unit affected by a Triarch Stalker's Targeting Relay ability you can re-roll all hit rolls against units which have suffered one or more casualties this turn.
====NOVOKH====
'''Memories of Blood:''' Add +1 to Reanimation Protocol rolls for units with this tactic while they are entirely outside your deployment zone. A unit cannot both be affected by this tactic and the Technomancer ability.
====NEPHREK====
'''Solar Masters:''' Add +1 to the saving throws of units with this tactic against ranged attacks with an AP of -2 or better.
====NIHILAKH====
'''Resurrection Hub:''' Add +1 to Reanimation Protocol rolls for units with this tactic while they are entirely within your deployment zone. A unit cannot both be affected by this tactic and the Technomancer ability. Units with this tactic regains 1 additional wound with the Living Metal ability than they otherwise would.
====THOKT====
'''Exotic Energy:''' When a model with this tactic is destroyed in the Fight phase it inflicts a number of automatic hits at its own Strength AP0 D1 to the unit that destroyed it equal to its W characteristic.
===STRATAGEMS===
====ADAPTIVE SUBROUTINES====
'''1 CP:''' Use this Stratagem at the start of your turn by choosing a '''CANOPTEK''' unit within 6” of a '''CANOPTEK SPYDER''' unit, that unit can advance, shoot and charge in the same turn this turn. In addition the chosen unit can roll a d6 each time they suffer a wound, on a roll of a 5+ they ignore that wound.
====BLOOD RITUAL====
'''1 CP:''' Use this Stratagem in the Fight phase just before a friendly '''NOVOKH LYCHGUARD'''  or '''NOVOKH IMMORTAL''' unit fights. That unit can make one additional attack for each casualty it causes with when it fights this Fight phase (these bonus attacks cannot themselves generate any further attacks). 
====CORPSE PARTY====
'''3 CP:''' Use this Stratagem at the end of the Fight phase. Select a '''MAYNARKH CHARACTER''' unit – all friendly '''MAYNARKH FLAYED ONES''' units within 6” of that '''CHARACTER''' can immediately fight for a second time.
====DEATH KNELL====
'''1 CP:''' Use this Stratagem when a model armed with a warscythe is about to attack, instead of rolling to wound as normal each succesful hit inflicts a single mortal wound.
====EXTERMINATION PROTOCOLS====
'''1 CP:''' You can use this Stratagem at the start of your turn by choosing a friendly '''DESTROYER LORD'''. All friendly '''DESTROYER''' units within 6” of the chosen model add +1 to their to wound rolls.
====HARBINGER OF DESPAIR====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON CRYPTEK''' in your army. It gains the following ability: ‘HARBINGER OF DESPAIR: Enemy units that suffer one or more casualties from a '''<DYNASTY>''' unit within 3” of this model suffer a -1 to their Ld until the end of the turn.
====HARBINGER OF DESTRUCTION====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON CRYPTEK''' in your army. It gains the following ability: ‘HARBINGER OF DESTRUCTION: Friendly '''<DYNASTY>''' units within 3” of this model can re-roll wound rolls of 1 in the Shooting phase.
====HARBINGER OF ETERNITY====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON CRYPTEK''' in your army. It gains the following ability: ‘HARBINGER OF ETERNITY: Once each game round a friendly '''<DYNASTY>''' unit within 3” of this model can re-roll a single roll.
====HARBINGER OF THE STORM====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON CRYPTEK''' in your army. It gains the following ability: ‘HARBINGER OF THE STORM: When an enemy unit arrives as reinforcements within 12” of a friendly '''<DYNASTY>''' unit within 3” of this model the unit within 3” of this model can immediately shoot at the enemy unit as if it were the Shooting phase.
====HARBINGER OF TRANSMOGRIFICATION====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON CRYPTEK''' in your army. It gains the following ability: ‘HARBINGER OF TRANSMOGRIFICATION: Friendly '''<DYNASTY>''' units within 3” of this model benefit from cover against shooting attacks if at least half the models in the unit would be in cover against the shooting attack.
====HONOUR PROTOCOLS DISENGAGED====
'''1 CP:''' Use this Stratagem when a '''SARNEKH DEATHMARK''' unit is chosen to attack in the Shooting phase. The unit can re-roll wound rolls of 1 against '''CHARACTERS''' this turn.
====JUDICIAL PROTOCOLS====
'''1 CP:''' Use this Stratagem after a Triarch Stalker inflicts one or more hits on an enemy unit. All friendly '''TRIARCH PRAETORIAN''' units can re-roll failed wound rolls of 1 against that unit until the end of the turn.
====METALLIC DEATH====
'''2 CP:''' Use this Stratagem immediately before attacking with a '''CANOPTEK''' unit during the Fight phase – add +1 to the damage characteristic of its weapons and lower the AP by -1.
====NIGHTSHROUD====
'''3 CP:''' This Stratagem can be used at the start of your opponent's Shooting phase and its effects last until the end of the Shooting phase. Choose two '''NECRON TITANIC''' units – trace a line between the centers of the two models. Any shooting attack that is traced through the line counts its target as being in cover, even if it is a '''VEHICLE''' or a '''MONSTROUS CREATURE''' that is not 50% covered. If either of the two chosen vehicles for this Stratagem is destroyed while this Stratagem is active you regain 3 Command Points.
====OUR NAME IS DEATH====
'''1 CP:''' Use this Stratagem just before a '''NECRON WARRIOR''' unit attacks in the Shooting phase. Each time you make a hit roll of 6+, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks).


====OUR NUMBER IS LEGION====
BLESSINGS OF SEBASTIAN THOR
'''1 CP:''' Use this Stratagem immediately before a '''NECRON WARRIOR''' unit is about to take a Morale test. The unit counts its Leadership as being equal to the number of models in the largest friendly '''NECRON WARRIOR''' unit on the table.
====PHAERON====
'''3 CP:''' Use this Stratagem before the battle. Select a '''NECRON OVERLORD''' in your army. Replace this model’s '''OVERLORD''' keyword with '''PHAERON''' and gains the following ability: ‘PHAERON: At the beginning of each of your turns, choose a friendly '''NECRON INFANTRY''' unit within 6” of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn.’ A Catacomb Command Barge with this ability can choose a friendly '''NECRON INFANTRY''' unit within 12”. You can only use this Stratagem once.
====PITILESS PLANETKILLER====
'''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase, if you have a '''MEPHRIT''' Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6. On a 4+ every unit within D6" of that point suffer D3 mortal wounds. Subtract 1 from the number of wounds caused to '''CHARACTERS'''.
====RARE-EARTH PARTICLES====
'''1 CP:''' Use this Stratagem instead of firing normally with a particle beamer on a '''THOKT''' model; make a single hit roll, if succesful the unit suffers D3 mortal wounds.
====RELICS OF THE DYNASTY====
'''1 CP/3 CP:''' Use this Stratagem before the battle. Your army can have one extra Dynasty Relic for 1 CP, or two extra Dynasty Relics for 3 CPs. All of the Dynasty Relics that you include must be different and be given to different '''NECRON CHARACTERS'''.


====RESTORATION TO GLORY====
Each time the bearer makes a melee attack against a CHAOS or PSYKER unit an unmodified hit roll of 6 inflicts an additional hit. Each time the bearer fails a saving throw add 1 to the bearer's Charge rolls to a maximum of 12 until the end of the battle.  
'''1 CP:''' This Stratagem can be used at the start of your turn by choosing a friendly '''NIHILAKH''' model with the Living Metal ability – the chosen model regains d3 wounds instead of 1 from the Living Metal ability this turn.
====SWEEPING BURST====
'''1 CP:''' Use this Stratagem when a Doom Scythe is selected to attack in the Shooting phase. Instead of firing its death ray you can pick a point within 12" of the Doom Scythe and pick a new point within 6" from the first point. Every unit which has one or more models beneath the line suffers a single mortal wound.


====TOMB NEXUS====
BOOK OF SAINT LUCIUS
'''1 CP:''' This Stratagem can be used at the end of your Movement phase. All Monoliths can immediately use their Eternity Gate ability and all Night Scythes can immediately use their Invasion Beams ability.
====QUANTUM DEFLECTION====
'''1 CP:''' This Stratagem can be used at the start of your opponent's Movement phase on a friendly model with the Quantum Shielding ability within 6” of at least two other models with the Quantum Shielding ability. The chosen model can re-roll Quantum Shielding rolls until the end of your opponent's Shooting phase.
====WAILING CACAPHONY====
'''2 CP:''' This Stratagem can be used before your opponent has to take a Morale test with a unit that is within 12” of two or more '''NECRON''' units with the Supersonic ability – that unit must take the Morale test using a Leadership value of 1. Your opponent can still use the '''INSANE BRAVERY''' Stratagem to automatically pass the Morale test.
====WAVE OF DEATH====
'''3 CP:''' This Stratagem can be used at the start of  your Shooting phase if you have a '''SAUTEKH''' Warlord. All friendly '''INFANTRY''', '''BIKER''', '''CATACOMB COMMAND BARGE''' and '''TRIARCH STALKER''' units within 6” of your Warlord can immediately move, as if it were your Movement phase. 
====WITH THE FORCE OF THREE SUNS====
'''1 CP:''' Use this Stratagem instead of attacking normally with a '''NEPHREK''' unit, if the unit is a '''NEPHREK CHARACTER''' the unit only makes one attack, but it triples its Strength and Damage. If the unit is not a Character it adds +1 to its Strength value until the end of the Fight phase.
====WE'LL BE BACK====
'''1 CP:''' This Stratagem can be used immediately after a friendly '''<DYNASTY> INFANTRY''' unit within 3” of a friendly model armed with a resurrection orb has made its Reanimation Protocol rolls, you can make Reanimation Protocol rolls for that unit again.


===WARLORD TRAITS===
When the bearer fails a saving throw the bearer gains Objective Secured until the end of the battle round. Add 3" to the range of the bearer’s aura abilities (to a maximum of 12") if your opponent's army includes any CHAOS or PSYKER units.
If the Warlord of your army is a '''NECRON CHARACTER''', you can pick their Warlord Trait from the Necrons Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
====1. ENDURING WILL====
Roll a D6 each time your Warlord takes a wound if the roll is less than the damage characteristic the damage is ignored.
====2. ETERNAL MADNESS====
Once per game immediately after generating an objective you may choose to discard it and generate a new one. Once per game immediately after you generate an objective your opponent may force you to discard it and generate a new one. In addition, if your Warlord charges in the Charge phase, add D3 to his Attacks characteristic until the end of the Fight phase.


====3. IMMORTAL HUBRIS====
BRAZIER OF ETERNAL FLAME
Friendly '''<DYNASTY>''' units within 12" of your Warlord automatically pass Morale tests.
====4. HYPERLOGICAL STRATEGIST====
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
====5. IMPLACABLE CONQUEROR====
Friendly '''<DYNASTY>''' units within 6” of your Warlord can move an additional D3” when they consolidate.
====6. MECHANICAL SUPERIORITY====
Add 1 to the Strength characteristic of your Warlord
====DYNASTY WARLORD TRAITS====
If you wish, you can pick a Warlord Trait from the list below instead of the Necron Warlord Traits to the left, but only if your Warlord is from the relevant Dynasty.
====NAMED CHARACTERS AND WARLORD TRAITS====
The most notable nobles of the Necron Dynasties are exemplars of their Dynasty’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Dynasty. For example, if Trazyn the Infinite is your Warlord, he would have the '''NIHILAKH'''’ Another Piece for the Collection Warlord Trait.
====SAUTEKH====
'''Honourable Combatant''' You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy '''CHARACTERS'''. When an enemy '''CHARACTER''' falls back from within 1” of your Warlord you gain 1 VP. If your Warlord falls back from within 1” of an enemy '''CHARACTER''' your opponent gains 1 VP.
====MAYNARKH====
'''Mindflayer:''' Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord. 
====MEPHRIT====
'''Off with His Head!:''' At the end of your Fight phase if your Warlord is fighting only a single model in close combat roll a D6; on a 4+ that model suffers a mortal wound.
====NOVOKH====
'''Bloodshed Protocols:''' If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.
====NIHILAKH====
'''Another Piece for the Collection:''' Your Warlord has the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have fewer models than your opponent within 3” of the objective unless at least one of those enemy models also has the Objective Secured ability.
===DYNASTY RELICS===
If your army is led by a Necron Warlord, you may give one of the following Dynasty Relics to a '''NECRON INFANTRY CHARACTER''' in your army. Named characters such as Trazyn the Infinite already have one or more artefacts, and cannot be given any of the following relics.


Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Dynasty Relics your characters may have on your army roster.
Model with a brazier of holy fire only. Once per game when the bearer fails a saving throw made against a melee attack the bearer inflicts 3 mortal wounds on the attacking unit. The bearer has the following ability: ‘Eternal Flame (Aura): Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer would lose a wound as a result of a mortal wound inflicted by a CHAOS or PSYKER unit, roll one D6: on a 5+, that wound is not lost.


====ABYSSAL STAFF====
CHAPLET OF SACRIFICE
'''SAUTEKH CRYPTEK''' only. Instead of firing their staff of light normally the bearer can choose to use its special attack. Instead of rolling to wound the target suffers a -1 penalty to their Ld until the end of the turn for each hit the bearer inflicts. 
====BLOODREAPER====
'''MEPHRIT''' model armed with warscythe only. The bearer wounds on a 2+ in the Fight phase, unless they are targeting a '''VEHICLE'''.


====GAUNTLET OF THE CONFLAGRATOR====
When the bearer fails a saving throw the enemy unit that made the attack becomes castigated. Until the end of the battle, each time an ADEPTA SORORITAS model makes an attack against that enemy unit, add 1 to that attack’s wound roll even if the bearer is removed from the battlefield. When the bearer is destroyed by a CHAOS or PSYKER unit, do not remove that model from play. At the end of the phase, it can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. After resolving the destroyed model’s attacks, it is then removed.
Once per game the Gauntlet of the Conflagrator can be used as a shooting attack with the following profile:
WEAPON RANGE TYPE S AP D


Gauntlet of the Conflagrator 8” Assault D6 7 2 1 This weapon automatically hits its target.
IRON SURPLICE OF SAINT ISTAELA
====MINDSHACKLE SCARABS====
Instead of attacking normally the bearer may choose to randomly select an enemy model in base contact with the bearer. Your opponent must roll 3D6. If the roll is lower than the target's Ld the Mindshackle Scarabs have no effect. If the roll is higher the target inflicts D3 hits on a unit of your choice within 1” of the target using a melee weapon the model is armed with of your choice.


====SHREDDERSHARD====
ADEPTA SORORITAS model only. Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer regains 1 wound lost because of a CHAOS or PSYKER unit.
'''MAYNARKH''' model armed with voidblade only. The bearer can re-roll failed to wound rolls.
====TESSERACT LABYRINTH====
'''NIHILAKH''' model only. Once per game the bearer can use the Tesseract Labyrinth instead of attacking normally to make a single attack. If the attack hits roll a D6, if the total is above the the remaining number of wounds of the model in the unit with the least remaining wounds, that model is removed from play. The owner of the target unit chooses which model to remove if multiple models are elligible.


====THE GOD SHACKLE====
LITANIES OF FAITH
'''MEPHRIT CRYPTEK''' only. Before deployment nominate a single '''C'TAN''' unit in your army. While the bearer is alive the nominated model has a 2+ Sv but cannot use its Powers of the C'tan ability.
====THE NIGHTMARE SHROUD====
The Nightmare Shroud confers a 2+ Armour Save. Once per game, during any friendly Shooting phase, the bearer can choose one enemy unit within 18”. That unit suffers a -3 penalty to its Ld until the end of the turn.


====THE ORB OF ETERNITY====
The bearer has the following ability: ‘Litanies of Faith (Aura): Enemy units within 6" of the bearer count as having the CHAOS keyword. While a friendly ADEPTA SORORITAS unit is within 6" of the bearer, the invulnerable save models in that unit receive from the Shield of Faith ability against attacks made by CHAOS or PSYKER models is improved by 1 (to a maximum of 4+).
Model with resurrection orb only. When the models' resurrection orb is activated the affected unit adds +2 to its ressurection protocol rolls for that roll.
====THE SOLAR STAFF====
Model with staff of light only. Enemy units cannot fire Overwatch at the bearer.
====THE VEIL OF DARKNESS====
During deployment, you can set up the bearer and one other friendly unit behind the veil instead of placing it on the battlefield. At the end of any of your Movement phases the bearer and the other unit can tread out from behind the veil – set them up anywhere on the battlefield that is more than 9” from any enemy models. The other unit has to be set up within 3” of the bearer.
====VOIDREAPER====
Model with warscythe only. The model's warscythe has a damage characteristic of D6.


===POWERS OF THE C'TAN===
MANTLE OF OPHELIA
Before the battle, generate the Powers of the C'tan for each '''C'TAN SHARD''' using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the powers you wish the '''C'TAN SHARD''' to have.
====1. ANTIMATTER METEOR====
Roll a D6; on a 2+ the closest visible enemy unit within 24” of the '''C'TAN SHARD'''' suffers D3 mortal wounds. 
====2. TIME'S ARROW====
Pick a visible enemy unit within 24” of the C'tan Shard and roll a D6. If the result is higher than that unit's Wounds characteristic, one model from that unit is slain.
====3. SEISMIC ASSAULT====
Roll a D6 for each model in the closest enemy unit within 24” of the '''C'TAN SHARD'''. For each roll of 6 that unit suffers a mortal wound.
====4. COSMIC FIRE====
Roll a D6; on a 2+ the closest visible enemy unit within 8” of the '''C'TAN SHARD''' suffers D6 mortal wounds.
====5. SKY OF FALLING STARS====
Pick a point within 24”; each enemy unit within 6” suffers a single mortal wound on a D6 roll of 5+.
====6. TRANSDIMENSIONAL THUNDERBOLT====
Roll a D6; on a 2+ the closest enemy unit within 24” suffers a single mortal wound. On a roll of 6+ the two closest enemy units within 6” of the first unit also suffer a mortal wound.


==SPACE MARINES==
Once per battle when the bearer fails a saving throw made against an attack made by a CHAOS or PSYKER unit change the Damage characteristic of that attack to 0. Add 2 to the bearer's Wounds characteristic.
===CHAPTER TACTICS===
'''Each Chapter has developed its own specialised combat philosophy, suited to the unique skills of its battle-brothers.'''


If your army is Battle-forged, all '''INFANTRY''', '''BIKER''' and '''DREADNOUGHT''' units in a Space Marines Detachment gain a Chapter Tactic, so long as every unit in that Detachment is drawn from the same Chapter. The Chapter Tactic gained depends upon the Chapter they are drawn from, as shown in the table opposite. For example, an '''ULTRAMARINES''' unit with the Chapter Tactics ability gains the Codex Discipline Tactic.
REDEMPTION


If your Chapter does not have an associated Chapter Tactic, use the Chapter Tactic of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so should use the Chapter Tactic of the Imperial Fists. If you are unsure of a Chapter’s founding Chapter, either consult the background sections of our books or choose a Tactic from the table that best describes its character and fighting style.  
ADEPTA SORORITAS model equipped with a plasma pistol only. Each time the bearer fails a saving throw the bearer can shoot its plasma pistol as if it were your Shooting phase. The bearer has the following ability: ‘Redemption (Aura): Enemy CHAOS or PSYKER units within 6" of the bearer may not roll invulnerable saving throws.


Note that due to their lobotomised nature, '''SERVITOR''' units are an exception and never gain a Chapter Tactic.
SIMULACRUM SANCTORUM


====BLACK TEMPLARS====
IMAGIFIER model only. When the bearer fails a saving throw the bearer can replace one ability listed under the Litany of Deeds ability it has with one ability it does not have from the Litany of Deeds ability. At the start of the battle, before the first turn begins, you must select two tales for the bearer to recount instead of just one if your opponent's list contains any CHAOS or PSYKER units. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army.
'''Righteous Zeal:'''  You can re-roll failed charge rolls for Black Templars units with this tactic.  
====BLOOD ANGELS====
'''Red Thirst:''' Add +1 to the Hit rolls of Blood Angels units with this tactic during the Fight phase if they charged this turn. All units with this tactic must attempt to charge each turn if possible.
====IMPERIAL FISTS====
'''Siege Masters:'''  Enemy units -do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic. In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a Building.
====IRON HANDS====
'''The Flesh is Weak:'''  Roll a dice each time an IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
====RAVEN GUARD====
'''Shadow Masters:'''  Your opponent must subtract 1 from any hit rolls when shooting at Raven Guard units with this tactic if they are more than 12" away
====SALAMANDERS====
'''Master Artisans:''' You can re-roll a single failed hit roll and a single failed wound roll made for a Salamanders unit with this tactic each time it shoots or fights.
====SPACE WOLVES====
'''Howl of the Wolves:''' You may use the Counter-attack Stratagem any number of times each turn as long as all uses of the Stratagem are on Space Wolves units, you only use CP on the first use.
====ULTRAMARINES====
'''Codex Discipline:'''  Add 1 to the Leadership characteristic of all '''ULTRAMARINES''' models with this tactic. In addition, '''ULTRAMARINES''' units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.


===STRATAGEMS===
THE ECCLESIARCH’S FURY
====ABHOR THE WITCH====
'''1 CP:''' Use this Stratagem when an enemy '''PSYKER''' manifests a psychic power within 24" of a friendly '''BLACK TEMPLARS''' unit. Roll a D6: on a 4+, that psychic power is resisted by the sheer willpower of your unit and its effects are negated.
====ARMOUR OF CONTEMPT====
'''1 CP:''' Use this Stratagem when an '''ADEPTUS ASTARTES VEHICLE''' suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.
====AUSPEX SCAN====
'''2 CP:''' Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your '''ADEPTUS ASTARTES''' Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
====BOLTER DRILL====
'''1 CP:''' Use this Stratagem just before an '''IMPERIAL FISTS''' Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word ‘bolt’ (e.g. boltgun, bolt rifle, heavy bolter, boltstorm gauntlet). Pedro Kantor’s Dorn’s Arrow is also a bolt weapon.
====BORN IN THE SADDLE====
'''1 CP:''' Use this Stratagem when a '''WHITE SCARS BIKER''' unit Advances. That unit can still shoot and charge this turn.
====CLUSTER MINES====
'''1 CP:''' Use this Stratagem when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
====CHAPTER MASTER====
'''3 CP:''' Use this Stratagem before the battle. Select an '''ADEPTUS ASTARTES''' Captain in your army. Replace this model’s '''CAPTAIN''' keyword with Chapter Master and replace his Rites of Battle ability with the following ability: ‘CHAPTER MASTER: You can re-roll any failed hit rolls for friendly units within 6" of this model.’ You can only use this Stratagem once and your army cannot include two '''CHAPTER MASTERS''' from the same Chapter.
====DATALINK TELEMETRY====
Use this Stratagem in the Shooting phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly '''LAND SPEEDER''' unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
====DEATH TO TRAITORS====
'''1 CP:''' Use this Stratagem when an '''ADEPTUS ASTARTES''' unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a '''HERETIC ASTARTES''' unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
====DESCENT OF ANGELS====
'''3 CP:''' Use this Stratagem when a '''BLOOD ANGELS''' unit arrives via the Jump Pack Assault ability. The unit can arrive anywhere more than 1" from enemy models.
====EMPYRIC CHANNELING====
Use this Stratagem at the start of a Psychic phase if an '''ADEPTUS ASTARTES PSYKER''' is within 6" of at least 2 other friendly PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
====FLAKK MISSILE====
'''1 CP:''' You can use this Stratagem just before a friendly '''ADEPTUS ASTARTES''' Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
====FLAMECRAFT====
'''1 CP:''' Use this Stratagem just before a '''SALAMANDERS''' unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flame weapons. For the purposes of this Stratagem, a flame weapon is any weapon profile whose name includes the word ‘flame’ (e.g. flamer, heavy flamer, flamestorm cannon, flamestorm gauntlet). Vulkan He’stan’s Gauntlet of the Forge is also a flame weapon.
====HELLFIRE SHELLS====
'''1 CP:''' Use this Stratagem just before an '''ADEPTUS ASTARTES INFANTRY''' model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
====HONOUR OF THE CHAPTER====
'''3 CP:''' Use this Stratagem at the end of the Fight phase. Select an '''ADEPTUS ASTARTES INFANTRY''' or '''ADEPTUS ASTARTES BIKER''' unit – that unit can immediately fight for a second time.
====KILLSHOT====
'''1 CP:''' Use this Stratagem in your Shooting phase if a Predator is within 6" of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
====LINEBREAKER BOMBARDMENT====
'''1 CP:''' Use this Stratagem in your Shooting phase if a Vindicator is within 6" of 2 other friendly Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a '''CHARACTER'''. On a 4+ that unit suffers 3D3 mortal wounds.
====MACHINE EMPATHY====
'''1 CP:''' Use this Stratagem just before an '''IRON HANDS VEHICLE''' attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
====MASTERFUL MARKSMANSHIP====
'''1 CP:''' Use this Stratagem when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
====ONLY IN DEATH DOES DUTY END====
'''2 CP:''' Use this Stratagem when an '''ADEPTUS ASTARTES CHARACTER''' is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).
====ORBITAL BOMBARDMENT====
'''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase, if you have an '''ADEPTUS ASTARTES''' Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.
====SCIONS OF GUILLMAN====
'''1 CP:''' Use this Stratagem when an '''ULTRAMARINES INFANTRY''' or '''ULTRAMARINES BIKER''' unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase (if the unit is a Tactical Squad or Intercessor Squad, re-roll all failed hit rolls instead).
====STRIKE FROM THE SHADOWS====
'''1 CP:''' Use this Stratagem in the Shooting phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
====THE SAGA CONTINUES====
'''1 CP:''' Use this Stratagem when a '''SPACE WOLVES CHARACTER''' destroys an enemy '''MONSTER''' or '''VEHICLE''' in the Fight phase. That character regains D3 wounds lost earlier in the battle. 
====RELICS OF THE CHAPTER====
'''1/3 CP:''' Use this Stratagem when you can set up a '''RAVEN GUARD INFANTRY''' unit during deployment. You can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from their hiding place – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
====TACTICAL FLEXIBILITY====
'''1 CP:''' Use this Stratagem at the start of any of your Movement phases. Select a friendly '''ADEPTUS ASTARTES''' unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
====TREMOR SHELLS====
'''1 CP:''' Use this Stratagem when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during its next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on '''TITANIC''' units and units that can '''FLY'''.
====WISDOM OF THE ANCIENTS====
'''1 CP:''' Use this Stratagem at the start of any phase. Select a friendly ADEPTUS ASTARTES DREADNOUGHT. Until the end of the phase, you can re-roll all hit rolls of 1 for units within 6" of that Dreadnought.
===WARLORD TRAITS===
If the Warlord of your army is an '''ADEPTUS ASTARTES CHARACTER''', you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
====1. ANGEL OF DEATH====
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
====2. THE IMPERIUM'S SWORD====
Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
====3. IRON RESOLVE====
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord shrugs off the damage and does not lose the wound.
====4. STORM OF FIRE====
Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
====5. RITES OF WAR====
Friendly units within 6" of your Warlord automatically pass Morale tests.
====6. CHAMPION OF HUMANITY====
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.
====CHAPTER WARLORD TRAITS====
If you wish, you can pick a Chapter Warlord Trait from the list below instead of the Space Marine Warlord Traits to the left, but only if your Warlord is from the relevant Chapter.
====NAMED CHARACTERS AND WARLORD TRAITS====
The mightiest heroes of the Adeptus Astartes are exemplars of their Chapter’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Chapter. For example, if Marneus Calgar is your Warlord, he would have the Ultramarines’ Adept of the Codex Warlord Trait.
====BLACK TEMPLARS====
'''OATHKEEPER:''' Your Warlord can perform a Heroic Intervention if the enemy are within 6" (rather than 3") and can move up to 6" when doing so.
====BLOOD ANGELS====
'''Soul Warden:''' Once each turn your Warlord may attempt to Deny the Witch as if he was a Psyker.
====CRIMSON FISTS====
'''TENACIOUS OPPONENT: If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.
====IMPERIAL FISTS====
'''ARCHITECT OF WAR:''' Friendly '''IMPERIAL FISTS''' units within 6" of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
====IRON GUARD====
'''MERCILESS LOGIC:''' Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks).
====RAVEN GUARD====
'''SILENT STALKER:''' Enemy units cannot fire overwatch at your Warlord.
====SALAMANDERS====
'''ANVIL OF STRENGTH:''' Add 1 to the Strength characteristic of your Warlord.
====SPACE WOLVES====
'''Cunning Hunter:''' Before deployment roll a D3, you may place that up to that number of units with the Space Wolves tactic to attempt to outflank your opponent. At the end of any of your movement phases any number of the units attempting to outflank may arrive entirely within 3" of any table edge and more than 9" away from enemy models. 
====ULTRAMARINES====
'''ADEPT OF THE CODEX:''' Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
====WHITE SCARS====
'''DEADLY HUNTER:''' Roll a dice each time your Warlord finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers a mortal wound.
====CHAPTER RELICS====
If your army is led by a Space Marines Warlord, you may give one of the following Chapter Relics to a Space Marine CHARACTER in your army. Named characters such as Marneus Calgar already have one or more artefacts, and cannot be given any of the following relics.


Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Chapter Relics your characters may have on your army roster.
Model equipped with a chainsword only. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer can make one additional attack with the bearer's chainsword the next time the bearer fights. Add 1 to wound rolls for attacks made with the bearer's chainsword against CHAOS and PSYKER units.
====FIST OF VENGEANCE====
'''CRIMSON FISTS''' model with a power fist only. The Fist of Vengeance replaces the bearer’s power fist and has the following profile:
WEAPON RANGE TYPE S AP D


The Fist of Vengeance Melee Melee x2 -3 3
THE SIGIL ECCLESIASTICUS
====HELM OF DURFAST====
'''SPACE WOLVES''' The wearer can fire Overwatch at full Ballistic Skill instead of 6+. In addition enemy models do not benefit from being in cover against shooting attacks made by the wearer.
====MANTLE OF THE STORMSEER====
'''WHITE SCARS PSYKER''' only. The wearer of the Mantle of the Stormseer adds 1 to their Psychic test when attempting to manifest the Smite power.
====RAVEN'S FURY====
'''RAVEN GUARD JUMP PACK''' model only. The bearer of the Raven’s Fury can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
====STANDARD OF THE EMPEROR ASCENDANT====
Company Ancient, Chapter Ancient or Primaris Ancient only. If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly '''<CHAPTER>''' models within 6" of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6" of the bearer, friendly '''ADEPTUS ASTARTES''' models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic.


====TEETH OF TERRA====
PRIEST model only. When the bearer fails a saving throw the bearer automatically intones War Hymn. The bearer has the following ability: ‘The Sigil Ecclesiastus (Aura): Friendly IMPERIUM units within 6" of the bearer add 3" to their Advance rolls if your opponent controls any CHAOS or PSYKER units.’
Models with a chainsword only. The Teeth of Terra replaces the bearer’s chainsword and has the following profile:  
WEAPON RANGE TYPE S AP D


Teeth of Terra Melee Melee +1 -2 2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.
WRATH OF THE EMPEROR
====THE ARMOUR INDOMITUS====
The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer’s saving throws, you can choose to activate the armour’s force field. When you do so, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.
====THE AXE OF MEDUSA====
'''IRON HANDS''' model with a power axe only. The Axe of Medusa replaces the bearer’s power axe and has the following profile: WEAPON RANGE TYPE S AP D The Axe of Medusa Melee Melee +2 -3 2
====THE BURNING BLADE====
Models with a power sword or master-crafted power sword only. The Burning Blade replaces the bearer’s power sword or master- crafted power sword, and has the following profile:
WEAPON RANGE TYPE S AP D


The Burning Blade Melee Melee +2 -5 1
ADEPTA SORORITAS model equipped with a bolt pistol only. Add 1 to the Strength and Damage characteristics of the bearer's bolt pistol against CHAOS and PSYKER units. The bearer has the following ability: ‘Wrath of the Emperor (Aura): Friendly ADEPTA SORORITAS INFANTRY units within 6" can inflict a single hit with a bolt weapon they are equipped with each time the unit fails a saving throw. These hits must target a unit that the unit could target with a ranged attack using that weapon in the Shooting phase, meaning weapons other than Pistol weapons cannot be used in melee and a unit in melee would not be able to fire its Pistol weapons at a target the unit is not in melee with or a unit that is out of range.
====THE CRUSADER'S HELM====
'''BLACK TEMPLARS''' model only. The wearer of the Crusader’s Helm increases the range of any aura abilities on its datasheet (such as Rites of Battle, Litanies of Hate etc.) by 3".
====THE SALAMANDER'S MANTLE====
'''SALAMANDERS''' model only. The wearer of the Salamander’s Mantle increases their Toughness characteristic by 1.
====THE SANCTIC HALO====
'''ULTRAMARINES CAPTAIN''' only. The bearer of the Sanctic Halo has a 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
====THE SHIELD ETERNAL====
Model with a storm shield or combat shield only. The Shield Eternal replaces the model’s storm shield or combat shield. This relic grants the bearer a 3+ invulnerable save, and any damage they suffer is halved (rounding up).
====THE SPARTEAN====
IMPERIAL FIST model with a bolt pistol only. The Spartean replaces the bearer’s bolt pistol and has the following profile:
WEAPON RANGE TYPE S AP D
Spartean 12" Pistol 2 4 -1 2 Abilities: This weapon can target enemy CHARACTERS even if they are not the closest model to the bearer.
====THE PRIMARCH'S WRATH====
Models with a boltgun or master-crafted boltgun only. The Primarch’s Wrath replaces the bearer’s boltgun or master-crafted boltgun and has the following profile:
WEAPON RANGE TYPE S AP D


Primarch’s Wrath 24" Rapid Fire 2 5 -1 2
===Adeptus Custodes===
====TOME OF MALCADOR====
Martial Ka'tah.
'''PSYKER''' only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline (pg 202).
===Adeptus Mechanicus===
The bearer of an Adeptus Mechanicus Relic can perform the Binary Activation action. The 1 ability of Adeptus Mechanicus relics is not active at the start of the game.


====VERITAS VITAE====
‘Binary Activation (Action): The bearer can start to perform this action at the end of your Movement phase. The action is completed at the start of your next Command phase. When it is completed, the 0 part of the bearer’s relic stops being active, and its 1 part becomes active instead.
'''BLOOD ANGELS WARLORD''' only. Your Warlord may generate an additional Warlord Trait. Re-roll dublicate results.  


===LIBRARIUS DISCIPLINE===
'''ANZION'S PSEUDOGENETOR'''
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
====1. VEIL OF TIME====
''Veil of Time'' has a warp charge value of 6. If manifested, pick an '''ADEPTUS ASTARTES''' unit within 18". Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
====2. MIGHT OF HEROES====
''Might of Heroes'' has a warp charge value of 6. If manifested, select an '''ADEPTUS ASTARTES''' model within 12". Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.
====3. PSYCHIC SCOURGE====
''Psychic Scourge'' has a warp charge value of 6. If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.
====4. FURY OF THE ANCIENTS====
''Fury of the Ancients'' has a warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
====5. PSYCHIC FORTRESS====
''Psychic Fortress'' has a warp charge value of 5. If manifested, select a friendly '''ADEPTUS ASTARTES''' unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
====6. NULL ZONE====
''Null Zone'' has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


==TAU==
The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
===SEPT TACTICS===
 
'''CHARACTERS''', '''DRONES''' and '''VEHICLES''' do not benefit from Sept Tactics.
WEAPON Anzion’s Pseudogenetor
====D'YANOI====
 
'''Stalwart:''' Monsters may not benefit from this tactic. When an enemy unit moves within 1" of an unengaged '''D'YANOI''' unit benefitting from this tactic in the Fight phase that unit may immediately fire Overwatch at the enemy unit. '''D'YANOI''' unit benefitting from this tactic do not count casualties suffered during the Shooting phase for the purpose of Morale tests.  
RANGE Melee
====FAL'SHIA====
 
'''Problem Solvers:''' '''FAL'SHIA''' models benefitting from this tactic can fire Overwatch at full ballistic skill unless they are a target of the charge. '''FAL'SHIA''' models benefitting from this tactic may shoot in the same turn they Fall Back.  
TYPE Melee
====FARSIGHT ENCLAVES====
 
'''Farstriders:''' Add +3 to Advance and Charge rolls for '''FARSIGHT ENCLAVES''' models with this tactic. '''FARSIGHT ENCLAVES''' models benefiting from this tactic cannot benefit from any of the Abilities of '''ETHEREALS'''. In addition, models with this tactic can charge in the same turn they fall back.  
S +2
====T'AU====
 
'''Coordinated Firepower:''' After you finish shooting with a '''T'AU''' unit with this tactic apply one markerlight hit to the target if the unit only fired at one target this Shooting phase.  
AP -1
====TASH'VAR====
 
'''Tenacious:''' Roll a D6 each time a '''TASH'VAR''' model benefitting from this tactic suffers a wound in the Fight phase or Morale phase. On a roll of 5 or more, the wound is ignored.
D 1
====VIOR'LA====
 
'''Militaristic:''' '''VIOR'LA''' models with this tactic improve their WS and BS by 1.
0: Each time the bearer fights, it makes 3D3 additional attacks with Anzion’s Pseudogenetor.
===STRATAGEMS===
 
====AIR CASTE SUPPORT CADRE====
1: Each time a model in a <FORGE WORLD> unit within 6" makes a melee attack against an enemy non-VEHICLE unit, an unmodified hit roll of 6 scores 1 additional hit.
'''1 CP:''' Use this Stratagem at the start of your Shooting phase by choosing a model with the Flyer Battlefield Role that has been included in your army as part of a Flyer Wing Detachment. All models that are part of that same detachment can ignore the number of wounds they have remaining for the purpose of their Ballistic Skill this Shooting phase.
 
====ALIEN AUXILIARIES====
'''EXEMPLAR’S ETERNITY'''
'''1 CP:''' Use this Stratagem at the start of your Shooting phase by targeting an enemy unit. That unit does not benefit from cover from forests if it is within 12" of a '''KROOT CARNIVORES''' unit and does not benefit from cover from ruins if it is within 12" of a '''VESPID STINGWINGS''' unit. The effects last until the end of your Shooting phase.  
 
====ALLIED ADVANCE CADRE====
SKITARII MARSHAL model only.
'''1 CP:''' Use this Stratagem in your opponent's Shooting phase if they target a '''KROOT''' unit within 12" of a '''VESPID STINGWINGS''' unit or vice versa. The target adds +1 to their saving throws until the end of the Shooting phase.
 
====ARMOURED INTERDICTION CADRE====
0 (Aura): Improve the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.
'''3 CP:''' Use this Stratagem by choosing an enemy unit during your Shooting phase. All friendly '''VIOR'LA TX7 HAMMERHEAD GUNSHIPS''' and '''VIOR'LA TX78 SKY RAY GUNSHIPS''' treat the target as having 5 markerlight counters until the end of the Shooting phase.  
 
====COUNTERSTRIKE CADRE====
1 (Aura): Improve the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.
'''1 CP:''' Use this Stratagem at the start of your Movement phase by targeting an enemy unit engaged in combat. Friendly units engaged against the target may Fall Back and shoot, but if they do, unless they have the '''FLY''' keyword, they must shoot at the target.
 
====DEMIURG SURVEY====
'''PATER COG-TOOTH'''
'''2 CP:''' Use this Stratagem by adding two markerlight counters to an enemy unit in your Shooting phase.  
 
====DISRUPTION PODS???====
Model equipped with an Omnissian axe only. Change the Damage characteristic of the bearer's Omnissian axe to 3.
'''x CP:'''
 
====DRONE NETWORK====
0: The bearer has the Objective Secured ability.
'''1 CP:''' Use this Stratagem when an enemy unit enters the field. All friendly '''DRONE''' units within 12" of the unit may immediately fire at this unit or move D6" in any direction, if they choose to fire they only hit on a roll of 6, regardless of modifiers.  
 
====EMERGENCY LANDING GEAR???====
1 (Aura): Enemy units within 1" of the bearer lose the Objective Secured ability.
'''1 CP:''' '''FAL'SHIA'''
 
====EMP GRENADE====
'''PHOSPHOENIX'''
'''1 CP:''' Use this Stratagem instead of attacking a '''VEHICLE''' normally with a '''PATHFINDER TEAM''', '''STRIKE TEAM''' or '''BREACHER TEAM'''. Make a single hit roll, if successful the target suffers D3 mortal wounds.
 
====ETHEREAL HONOUR GUARD====
Model equipped with a phosphor serpenta only. Change the Damage characteristic of the bearer's phosphor serpenta to 2.
'''1 CP:''' Use this Stratagem when deploying a '''D'YANOI STRIKE TEAM''' within 6" of a '''D'YANOI ETHEREAL'''. Improve the BS and A of the '''STRIKE TEAM''' by 1.  
 
====FIREBASE SUPPORT CADRE====
0: Each time the bearer's phosphor serpenta scores a hit against an enemy unit, until the end of the phase, that enemy unit does not receive the benefits of Dense Cover.
'''X CP:''' Use this Stratagem when a '''XV88 BROADSIDE BATTLESUITS''' unit fires one or more high-yield missile pods or heavy rail rifles at a unit. For each of those weapons fired you may fire up to one destroyer missile equipped to a '''KV128 STORMSURGE''' within 6" of the '''XV88 BROADSIDE BATTLESUIT''' unit at the same target as the weapon being fired. These hit on a D6 roll of 2+ instead of 6+. The cost of this Stratagem is equal to the number of destroyer missiles fired.
 
====HEAVY RETRIBUTION CADRE====
1: Change the Type and AP characteristics of the bearer's phosphor serpenta to Assault 6 and -3 respectively.
'''1 CP:''' Use this Stratagem when a '''KV128 STORMSURGE''' fires at a unit within 12" of a '''XV95 GHOSTKEEL BATTLESUIT'''. For the rest of the turn that KV128 Stormsurge can re-roll failed hit rolls while shooting at that unit.  
 
====HUNTER CADRE====
'''RAIMENT OF THE TECHNOMARTYR'''
'''1 CP:''' Use this Stratagem by choosing a friendly unit within 6" of a friendly '''COMMANDER''' in your Movement phase. The chosen unit can Fall Back and still Advance, it can also fire in the Shooting phase.  
 
====INFILTRATION CADRE====
0 (Aura): <FORGE WORLD> KATAPHRON SERVITORS and <FORGE WORLD> SERVITORS units within 1" of the bearer add 1 to their Toughness characteristic.
'''1 CP:''' Use this Stratagem at the start of the first battle round by choosing a '''TX4 PIRANHAS''' unit. The unit gains the '''Vanguard''' ability if it is within 3" of a '''PATHFINDER TEAM'''.
 
====JI'ATRIX VOIDSTRIKE====
1: Increase the bearer's Wounds characteristic by 2.
'''3 CP:''' Use this Stratagem by targeting an enemy unit with the Flyer battlefield role. The target suffers D3 mortal wounds.
 
====NAGI ADVISSOR====
'''SONIC REAPER'''
'''1 CP:''' Use this Stratagem in your Movement phase when an '''ETHEREAL''' invokes an element. The '''ETHEREAL''' may invoke an additional element this turn.  
 
====NICASSAR WARD====
Model equipped with a transonic cannon only. Change the Range characteristic of the bearer's transonic cannon to 18".
'''2 CP:''' Use this Stratagem when an enemy '''PSYKER''' manifests a psychic power. Roll a D6: on a 3+, that psychic power is negated.  
 
====OPTIMIZED STEALTH CADRE====
0: When the bearer inflicts one or more unsaved wounds against an enemy unit, that unit becomes shaken. Halve the Move characteristic of models in that unit. Halve Advance rolls and charge rolls made for that unit.
'''1 CP:''' Use this Stratagem when an '''XV25 STEALTH TEAM''' within 12" of a '''XV95 GHOSTKEEL BATTLESUIT''' fires at a '''VEHICLE'''. That '''XV25 STEALTH TEAM''' can re-roll failed wound rolls against '''VEHICLES''' this turn.  
 
====PIRANHA FIRESTREAM WING====
1: Change the Type characteristic of the bearer's transonic cannon to Pistol 2D6.
'''3 CP:''' Use this Stratagem at the start of your Movement phase by choosing a '''TX4 PIRANHAS''' unit. That unit immediately regenerates all wounds lost previously in the battle and treats all enemy units as having 5 markerlight markers.  
 
====RANGED SUPPORT CADRE====
'''TEMPORCOPIA'''
'''1 CP:''' Use this Stratagem when a friendly '''PATHFINDER TEAM''' is charged. You may choose one friendly '''XV88 BROADSIDE BATTLESUITS''' unit that has not used its For the Greater Good ability this turn; that unit can use their For the Greater Good ability to fire at the charging unit regardless of the range between the '''XV88 BROADSIDE BATTLESUITS''' and the '''PATHFINDER TEAM'''.
 
====RAPID INSERTION FORCE====
0: Each time the bearer is declared as a target of a charge, subtract 2 from that charge roll. The Overwatch Stratagem costs 0CP for the bearer.
'''1 CP:''' Use this Stratagem when a Homing Beacon is used; do not remove the Homing Beacon after this use. If you use the Homing Beacon again, remove it as normal.  
 
====RETALIATION CADRE====
1: At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
'''2 CP:''' Use this Stratagem by placing a homing beacon within 1" of a '''COMMANDER'''.  
 
====SKYSWEEP MISSILE DEFENCE====
'''THE ADAMANTINE ARM'''
'''1 CP:''' Use this Stratagem instead of firing normally with a '''TY7 DEVILFISH''', target a single enemy unit within 24" of the '''TY7 DEVILFISH'''. For the remainder of this Shooting phase friendly units treat the target as having 5 Markerlight hits when firing Seeker Missiles and Destroyer Missiles.  
 
====TARRELIAN WARDOGS====
Once per battle, the bearer can re-roll a hit roll, wound roll or saving throw.
'''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase. Select a visible point on the battlefield within 3" of a table edge and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER and add 1 if the target being rolled for has the '''IMPERIUM''' keyword. On a 4+, the unit being rolled for suffers D3 mortal wounds.
 
0: The bearer has a 4+ invulnerable save.
 
1: At the start of the Fight phase, if the bearer is within Engagement Range of any enemy units, it can fight first that phase.
 
'''THE CAGE OF VARADIMAS'''
 
Add 1 to the Attacks characteristic of the bearer.
 
0: Subtract 1 from hit rolls for Melee attacks made against the bearer.
 
1: Add 1 to hit rolls made for the Melee attacks of the bearer.
 
'''THE CEREBRAL TECHNO-MITRE'''
 
0: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> units within 6" of the bearer.
 
1: At the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <FORGE WORLD> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.
 
'''THE EYE OF XI-LEXUM'''
 
At the start of your Shooting phase, select one enemy unit within 18" of the bearer.
 
0: The selected unit loses the benefit of light cover until the end of the phase.
 
1: The selected unit loses the benefit of dense cover until the end of the phase.  
 
'''THE OMNISCIENT MASK'''
 
0: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, the target receives the benefits of light cover.
 
1: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of light cover against that attack.
 
'''THE OMNISSIAH’S HAND'''
 
0: When the bearer fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
 
1: Roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. The Omnissiah's Hand has no further effect.  
 
'''THE PURGATION’S PURITY'''
 
Model equipped with a radium serpenta only. Change the Type of the bearer's radium serpenta to Assault 3.
 
0 (Aura): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Attacks characteristic of models in that enemy unit (to a minimum of 1).
 
1: Attacks made with the bearer's radium serpenta automatically wound.
 
'''THE RED AXE'''
 
Model equipped with an Omnissian axe only. Change the AP characteristic of the bearer's Omnissian axe to -5.
 
0: Change the Strength characteristic of the bearer's Omnissian axe to 10.
 
1 (Aura): Add 1 to the Strength characteristic of friendly <FORGE WORLD> units within 6" of the bearer.
 
'''THE SKULL OF ELDER NIKOLA'''
 
0 (Aura): While a friendly <FORGE WORLD> VEHICLE unit is within 6" of this model, each time a model in that unit makes a shooting attack, ignore any or all penalties to hit.
 
1: Inflict D6-2 mortal wounds to each enemy VEHICLE unit within 12" of the bearer and revert back to 0.
 
'''THE SOLAR FLARE'''
 
0: You can set up the bearer in a teleportarium instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
 
1: Enemy units may not fire Overwatch against the bearer.
 
'''THE UNCREATOR GAUNTLET'''
 
Model equipped with a power fist only. Add 2 to hit rolls made using the bearer's power fist.
 
0: Each time the bearer uses their Master of the Machines ability, the model being repaired regains 0, 3 or 6 wounds lost earlier in the battle if you roll 1-2, 3-4 and 5-6 respectively instead of regaining 1, 2 or 3 wounds respectively.
 
1: When an enemy model is damaged but not destroyed by the bearer's power fist roll a D6, on a 1-2 the target regains one wound lost earlier in the battle, on a 3-4 the target suffers 2 mortal wounds, on a 5-6 the target suffers 3 mortal wounds.
 
'''WEAPON XCIX'''
 
Model equipped with a volkite blaster only.
 
0: Change the Strength characteristic of the bearer's volkite blaster to 9.
 
1: Change the AP characteristic of the bearer's volkite blaster to -9.
 
===Astra Militarum===
Inspire.
===Chaos Daemons===
Warp the environment. To choose a ritual ground pick a piece of terrain. You may pick an additional piece of terrain within 6" of the first piece of terrain if the first piece of terrain is less than 10" tall, wide and long. You may pick a third piece of terrain within 6" of the first and second piece of terrain if the first and second pieces of terrain are both less than 5" tall, wide and long. You may not pick a piece of terrain that has been picked for a different relic in your army. Any effects of Chaos Daemons Relics remain in effect even if the bearer is not on the table or if the bearer is destroyed.
 
Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth
 
BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground)
 
MANY-ARMED MONSTROSITY
 
Nurgle powers range 7"
 
Slaanesh powers desecrate.
 
Horror tropes:  
 
DO NOT GO
 
 
 
KEEP YOUR EYES CLOSED
 
 
 
DON'T SHAKE HANDS
 
 
 
DO NOT BLINK
 
Choose a ritual ground for the bearer after choosing sides. During the Reinforcements step of your Movement phase the bearer can be removed from the battlefield and set back up within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Once per game when the bearer is destroyed you may set the bearer back up with 1 wound remaining within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Units from your opponent's army can attempt the following action:
 
Keep Watch (Action): One or more units with multiple models from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the ritual ground of your opponent's bearer of Do Not Blink. The action is completed at the end of your turn. If completed your opponent may not use the ability of Do Not Blink until the start of your next turn.  
 
DO NOT BREATHE
 
Choose a ritual ground for the bearer after choosing sides. Reduce the Toughness characteristic of units with wrong air by 1. While enemy units are within 3" of the bearer's ritual ground their air is wrong. The bearer has the Do Not Breathe ability.
 
‘Do Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.
 
DO NOT LISTEN
 
Choose a ritual ground for the bearer after choosing sides. While an enemy PSYKER unit is within 3" of the bearer's ritual ground, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6. Add 3" to the bearer's Aura abilities.
 
DO NOT KILL IT
 
Choose a ritual ground for the bearer after choosing sides. When the bearer is slain each enemy unit within 3" of the bearer or the bearer's ritual ground suffer 1 mortal wound and the enemy unit that destroyed the bearer suffers 2 additional mortal wounds.
 
DO NOT STEAL
 
Choose a ritual ground for the bearer after choosing sides. The bearer gains the Objective Secured ability until the end of the battle round each time an enemy unit starts to perform an action. While an enemy unit is within 3" of the bearer's ritual ground that unit does not benefit from the Objective Secured ability.
 
KEEP MOVING
 
Choose a ritual ground for the bearer after choosing sides. Enemy units that remain stationary within 3" of the bearer's ritual ground reduce their Movement characteristic to 3" until the end of the game. The bearer has the Keep Moving ability.
 
‘Keep Moving (Aura): Enemy units that end their Movement phase within 3" of the bearer reduce their Movement characteristic to 3" until the end of the game.
 
STAY SILENT
 
Choose a ritual ground for the bearer after choosing sides. Enemy units with Aura abilities may not use those abilities while within 3" of the bearer's ritual ground. Enemy units arriving from Reinforcements within 3" of the bearer's ritual ground suffer 3 mortal wounds. The bearer has the Stay Silent ability.
 
‘Stay Silent (Aura): Enemy units with Aura abilities may not use those abilities while within 3" of the bearer.
 
STAY TOGETHER
 
Choose a ritual ground for the bearer after choosing sides. Add 1 to the Damage characteristic of the bearer's weapons when targeting CHARACTERS. Add 1 to charge rolls for friendly units charging an enemy unit within 3" of the bearer's ritual ground unless that enemy unit is within 3" of another enemy unit.
 
TELL NO LIES
 
Choose a ritual ground for the bearer after choosing sides. Enemy units within 3" of the bearer's ritual ground roll an extra D6 when rolling Morale and discard the lowest result. Each time the bearer fights both players secretly choose 1, 2 or 3, if they're different add 1, 2 or 3 to the bearer's Attacks characteristic depending on the number you chose.
 
WASH YOUR HANDS
 
Choose a ritual ground for the bearer after choosing sides. Enemy units suffer 1 mortal wound and become afflicted at the start of your Psychic phase if they are within 3" of the bearer or the bearer's ritual ground. Each time an enemy unit that has not been afflicted ends a move within 3" of a unit that has been afflicted it suffers 1 mortal wound and becomes afflicted.
 
===Chaos Space Marines===
 
ARMOUR OF ABHORRENCE
 
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The bearer has the following ability:
 
Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 2+, that unit cannot Fall Back this turn and the bearer suffers 1 mortal wound.
 
EIGHTFOLD-CURSED CROZIUS
 
DARK APOSTLE only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer fails a roll to chant a prayer the bearer suffers 1 mortal wound and the roll is re-rolled. Add 1 to the Damage characteristic of the bearer's accursed crozius.
 
GHORISVEX’S TEETH
 
Model with Astartes chainsword only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. For each unmodified hit roll of 6 made with the bearer's Astartes chainsword the target suffers 3 mortal wounds and the bearer suffers 1 mortal wound.
 
INFERNO TOME
 
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds at the end of your psychic phase, then the bearer suffers 1 mortal wound.
 
LOYALTY’S REWARD
 
Model with combi-bolter only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Change the Damage characteristic of the bearer's combi-bolter to 2. The bearer can re-roll failed wound rolls against units with the IMPERIUM keyword, but for each wound roll re-rolled this way the bearer suffers 1 mortal wound.
 
MANTLE OF TRAITORS
 
WARLORD only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer is reduced to 1 wound the bearer suffers 1 mortal wound. When the bearer is slain choose a friendly <HERETIC ASTARTES> CHARACTER, that model becomes your WARLORD, gains the Mantle of Traitors and gains the WARLORD traits the bearer had. Until the end of the battle, that model counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until this new WARLORD is destroyed.
 
MINDVEIL
 
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer makes a Normal Move, Advances or Falls Back the bearer suffers 1 mortal wound. Add 3" to the bearer's Movement characteristic. The bearer gains the FLY keyword. After moving the bearer if the bearer moved across one or more enemy units choose one of those units. The chosen unit suffers D3 mortal wounds.
 
MISERY OF THE MEEK
 
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Once per battle, at the start of any turn, the bearer can use this Relic. The bearer suffers 3 mortal wounds when this Relic is used. Add 6 to the bearer's Attacks characteristic and add 6" to the range of the bearer's aura abilities (to a maximum of 12") until the end of the turn when this Relic is used.
 
SPITESPITTER
 
Model with combi-plasma only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. If the bearer remains stationary in your Movement phase change the profiles of the bearer's combi-plasma to Heavy 2 until the end of your turn. Each time an unmodified hit roll of 1 is made for an attack with the supercharge weapon profile of the bearer's combi-plasma, the bearer suffers 1 mortal wound after shooting with this weapon instead of being destroyed.
 
THE TRIGDATH
 
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer advances the bearer suffers 1 mortal wound. The bearer can shoot and/or charge in a turn in which the bearer has advanced or fallen back.
 
===Chaos Knights===
Towering Foe.
 
===Thousand Sons===
Dysmanifestation is #22 in the Discipline of Vengeance. Astral Blast is #12 in the Discipline of Change. Warp Reality is #32 in the Discipline of Change.
 
Malediction: Warp Reality has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics.
 
The bearer suffers perils of the warp on any roll of a double when attempting to manifest a Wrath of Magnus
 
Each time a Psychic test is taken for the bearer's Wrath of Magnus psychic power that contains any double, the bearer suffers Perils of the Warp.
 
EXALTED MUTATION
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Increase the bearer's Toughness and Attacks characteristics by 1. The bearer knows the Swelled by the Warp psychic power.
 
Swelled by the Warp
 
Blessing: Swelled by the Warp has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS model within 12" of this PSYKER and up to one friendly THOUSAND SONS SPAWN unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to the Strength characteristic of that unit and/or model.
 
EGLEIGHEN’S ORRERY
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. At the start of deployment choose a Stratagem and reveal it to your opponent. Gain 1CP the first time your opponent uses the Stratagem. The bearer knows the Divine the Future psychic power.
 
Blessing: Divine the Future has a warp charge value of 8. Wrath of Magnus. Do not make a Psychic test the next time this PSYKER attempts to cast a psychic power: that Psychic test is passed at the minimum required warp charge value.
 
THE PRISM OF ECHOES
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Echo ability and knows the Time Flux psychic power. ‘Echo: The first time the bearer is destroyed, keep it to one side; at the end of the current phase roll a D6, set the bearer back up again on a 4+, as close as possible to its previous position and more than 1" away from any enemy models, with 1 wound remaining.’
 
Time Flux
 
Blessing: Time Flux has a warp charge value of 4. Wrath of Magnus. If manifested roll 1D6, select one friendly THOUSAND SONS INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit with a Wounds characteristic below the result of your D6 roll to the battlefield with all of its wounds remaining, placing it in unit coherency.
 
HELM OF THE DAEMON’S EYE
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Grand Schemes ability and knows the Seeded Strategy psychic power. ‘Grand Schemes: Once per turn when a psychic power is successfully manifested by a friendly unit within 6" you can use this ability, if you do: Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).’
 
Seeded Strategy
 
Blessing: Seeded Strategy has a warp charge value of 4. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 6" of this PSYKER. Until the end of the turn, that unit gains the Objective Secured ability. If it already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls objective markers.
 
CORUSCATOR
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Model equipped with an inferno bolt pistol only. Each time the bearer manifests a psychic power inflict 1 mortal wound on the nearest visible enemy unit within 12". The bearer knows the Coruscating Flames psychic power.
 
Coruscating Flames
 
Blessing: Coruscating Flames has a warp charge value of 4. Wrath of Magnus. If manifested, select this PSYKER and up to one friendly ARCANA ASTARTES unit you within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers models in those units are equipped with.
 
INCALADION’S PARADOXES
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Dialetheism ability and knows the Empyric Trespass psychic power. ‘Dialetheism: When the PSYKER manifests a psychic power you may ignore the closest visible enemy unit for the purpose of determining which unit is the closest visible enemy unit.’
 
Empyric Trespass
 
Malediction: Empyric Trespass has a warp charge value of 5. Wrath of Magnus. If manifested, the closest enemy unit within 24" of and visible to the PSYKER is selected. Until the start of your next Psychic phase, each time a friendly <THOUSAND SONS> unit within 6" of this PSYKER makes an attack that targets that enemy unit, you can re-roll the wound roll.
 
CAPRICIOUS CREST
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Once per turn after taking a psychic test for a PSYKER within 6" of the bearer add 1 to the result. The bearer knows the Warp Reality psychic power.
 
Ephemeral Existence
 
Blessing: Ephemeral Existence has a warp charge of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit, that unit gains the FLY keyword until the end of the turn. After that unit has fought this turn it can make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
 
PERFIDIOUS TOME
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Sorcerous Facade ability and knows the Glamour of Tzeentch psychic power. ‘Sorcerous Facade: At the start of the first battle round, before the first turn begins, select 1 THOUSAND SONS unit from your army. Remove that unit and this WARLORD from the battlefield then set them up again following the normal deployment rules for the mission being played.’
 
Glamour of Tzeentch
 
Blessing: Glamour of Tzeentch has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
 
SEER’S BANE
 
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Each time an attack is made against the bearer, the hit roll, wound roll and damage roll cannot be re-rolled. The bearer knows the Attempted Possession psychic power.
 
Attempted Possession
 
Malediction: Attempted Possession has a warp charge value of 4. Wrath of Magnus. If manifested, select one enemy unit within 18" of this PSYKER:
 
That unit suffers 1 mortal wound. Until the start of your next Psychic phase, each time a Psychic test is taken for that unit, subtract 2 from that Psychic test and if the result of the test is 2 or less the PSYKER suffers Perils of the Warp.
 
===Aeldari===
More powerful when the bearer or bearer's allies are near death.
 
Harlequins are masters of the Webway and have the luck of the laughing god, take a chance and be tricksy.
 
Ynnari relics get more powerful as the turns go on.
 
===Drukhari===
PARASITE’S KISS
 
Model equipped with a splinter pistol only. Change the AP characteristic of the bearer's splinter pistol to -4 and it's Damage characteristic to 3. Once per turn when the bearer destroys an enemy model in the Shooting phase or the Fight phase it regains 1 wound lost earlier in the battle.
 
SOULHELM
 
Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost. If a PSYKER controlled by your opponent suffers Perils of the Warp add 3 to rolls for the bearer to ignore mortal wounds in your opponent's Psychic phase until the end of the game.
 
THE ANIMUS VITAE
 
Once per game in the Shooting phase the bearer can use The Animus Vitae to deal D3 mortal wounds to the closest visible enemy unit within 6" of the bearer (D3+3 mortal wounds if the unit contains 11+ models). Friendly DRUKHARI units gain the following ability until the end of the turn when the The Animus Vitae is used: ‘Eager to Flay: This unit is eligible to declare a charge in a turn in which it Advanced.’
 
THE HELM OF SPITE
 
Each time an attack is made that targets the bearer, subtract 1 from that attacks hit roll. After a unit has resolved its attacks inflict 2 mortal wounds on that attacking unit for each unmodified hit roll of 1 it made against the bearer with a Melee attack.
 
THE NIGHTMARE DOLL
 
HAEMONCULUS model only. The bearer has the following ability: ‘Horrorifying Mockery (Aura): Enemy units within 6" of the bearer cannot automatically pass Morale tests and always fail on a roll of 6.’ The bearer gains a 4+ invulnerable save when an enemy unit within 6" fails a Morale test.
 
THE TRIPTYCH WHIP
 
SUCCUBUS model equipped with an agoniser only. The bearer's agoniser gains Poisoned Weapon (2+). Each time the bearer makes a consolidation move after destroying at least one model in that phase, it can move an additional 3", and it does not have to finish this move closer to the closest enemy model.
 
WRIT OF THE LIVING MUSE
 
When the bearer destroys an enemy unit the bearer gains the following ability: ‘Theatre of Vect (Aura): Friendly DRUKHARI units within 6" of the bearer automatically pass Morale tests. Friendly DRUKHARI models within 6" of the bearer that have characteristics that can change as they suffers damage, are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.’
 
SOUL-SEEKER
 
Model equipped with a splinter pistol only. Each time you select a target for the bearer's splinter pistol, you can ignore the Look Out, Sir rule. After deployment, but before the first battle round begins, choose a unit in your opponent’s army. Change the Damage characteristic of the bearer's splinter pistol to 6 against the chosen unit. When the chosen unit is destroyed you gain 1CP.
 
THE PHIAL BOUQUET
 
Each time the bearer piles in choose an option from the Combat Drugs table, the bearer gains that ability until the end of the game. This effect can be one that the bearer is already affected by and is cumulative. If you choose Adrenalight and the bearer made a charge move or performed a Heroic Intervention this turn the additional attack will apply immediately.
 
THE BLOOD GLAIVE
 
Model equipped with an archite glaive only. At the end of the Fight phase, if the bearer destroyed an enemy model this phase, it can fight again.
 
THE FLENSING BLADE
 
Model equipped with Haemonculus tools only. Increase the Damage characteristic of the bearer's Haemonculus tools to 3. Increase the bearer's Toughness characteristic by 1 each time the bearer destroys a CHARACTER unit.
 
SPIRIT-STING
 
Haemonculus with stinger pistol only. Change the Type of the bearer's stinger pistol to Pistol 3. When a unit is hit by the bearer's stinger pistol its worst fears manifest. Subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit until the end of the turn.
 
===Death Guard===
Inexorable Advance.
Contagions of Nurgle.
1. Bacteria. 2. Viruses. 3. Mycetes. 4. Parasites.
 
===Grey Knights===
Tides of the Warp.
===Imperial Knights===
Towering Foe.
===Inquisition===
Target.
===Necrons===
When a Necrons Relic tells you to select a Battle Round do so secretly after both sides have deployed, but before you have determined who will have the first turn. You can select different battle rounds for different relics. At the start of each battle round reveal which Relics have been selected for this battle round.
 
BLOOD SCYTHE
 
Model with warscythe only. Attacks against a non-VEHICLE unit made with the bearer's warscythe wound on a roll of 2+. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Siphon (Aura): Reduce the Toughness characteristic of enemy non-VEHICLE units within 6" by 1.’
 
GAUNTLET OF THE CONFLAGRATOR
 
The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
 
WEAPON Gauntlet of the Conflagrator
 
RANGE 12"
 
TYPE Pistol 1
 
S *
 
AP *
 
D *
 
One use only. Select a battle round. When an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 5+ and the attack sequence ends. Roll 5 additional D6 if this weapon is used in the selected battle round.
 
INFINITY MANTLE
 
Change the bearer's Sv characteristic to 2+. Select a battle round. In the selected battle round enemy units cannot fire Overwatch or Set to Defend when they are charged by the bearer.
 
LAVOISIER CONDUIT
 
ROYAL WARDEN only. Select a battle round. Change the bearer's Relic gauss blaster's Range to 36" Type Rapid Fire 3, Strength to 6 and in the selected battle round attacks made with it automatically wound.
 
NANOSCARAB CASKET
 
The first time the bearer is destroyed roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with 1 wound remaining. Select a battle round. At the beginning of the selected battle round the bearer regains all lost wounds.
 
SEMPITERNAL WEAVE
 
If the bearer Remains Stationary in your Movement phase increase the bearer's Toughness characteristic to 10 until the start of your next turn. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Eternal Guardian (Aura): Each time an attack is made against a friendly NECRON INFANTRY unit within 6", if the target did not make a Normal Move, Advance or Fall Back this battle round, that unit receives the benefit of Light Cover.’
 
SOLAR STAFF
 
Model with a staff of light only. Change the Range and Type of the bearer's staff of light to 24" and Assault 6 respectively. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Solar Pulse (Aura): Friendly NECRON units within 6" of the bearer are eligible to shoot in a turn in which the unit Fell Back.’
 
THE ARROW OF INFINITY
 
Model with tachyon arrow only. Increase the Damage characteristic of the bearer's tachyon arrow to 6. Select a battle round. The bearer's tachyon arrow can be fired in the selected battle round in addition to the one shot you get per game.
 
THE ORB OF ETERNITY
 
Model with resurrection orb only. Select a battle round. The bearer gains the following ability: ‘Eternity (Aura): Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" unit, treat each model as having a Wounds characteristic of 1. Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" of the bearer during the selected battle round, you can add 1 to the result.’
 
THE SOVEREIGN CORONAL
 
Select a battle round. The bearer gains the following ability: ‘Sovereign (Aura): Friendly NECRON units within 6" add 1 to their Movement characteristic. In the selected battle round if a friendly NECRON unit within 6" of the bearer is performing an action, it can still make attacks with ranged weapons without that action failing..’
 
THE VANQUISHER’S MASK
 
Select a battle round. Enemy units are not eligible to fight in the selected battle round until after all eligible units from your army have done so.
 
VEIL OF DARKNESS
 
Select a battle round. In the Reinforcement step of your Movement phase in the selected battle round the bearer and all friendly units wholly within 6" of the bearer are removed from the table and set back up anywhere on the battlefield that is more than 9" away from any enemy models. All removed units must be placed wholly within 6" of the bearer.
 
VOIDREAPER
 
Model with voidscythe only.  The bearer has the following abilities:
 
‘Soulreaper (Aura): Enemy units within 6" of the bearer cannot use rules that ignore wounds or reduce the Damage characteristic of attacks.’
 
‘Voidsnap: Select a battle round. All enemy units within 6" of the bearer at the start of the selected battle round suffer 1 mortal wound.’
 
VOLTAIC STAFF
 
Model with a staff of light only. Increase the Damage characteristic of both profiles of the bearer's staff of light to 2. Select a battle round. The closest visible enemy VEHICLE within 18" of the bearer in your Shooting phase of the selected battle round suffers D3 mortal wounds.
 
===Orks===
Specialist Mobs.
===Space Marines===
Combat Doctrines.
 
RELIQUARY OF THE REPENTANT???
 
In the first battle round the bearer has the Devastator Doctrine ability, in the second battle round the bearer has the Tactical Doctrine ability, in the third battle round the bearer has the Assault Doctrine ability.
 
Devastator Doctrine: Choose a friendly TERMINATOR unit armed with a cyclone missile launcher within 6" of the bearer at the start of your Shooting phase, you may fire each profile of that cyclone missile launcher twice each this phase, but it must target the same unit with all its attacks this phase. 
 
Tactical Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer add 1 to hit rolls for BOLT weapons that unit is equipped with. 
 
Assault Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer you may re-roll charge rolls for that unit.
 
===Tau Empire===
Interspecies alliances
===Tyranids===
Adaption.
=Shared Warlord Traits=
You may not pick the same WL trait twice. If you randomly determine your WL trait re-roll duplicates until you roll a result that is not a duplicate.
==Command==
*'''1 Inspiring Presence'''
Increase the range of all abilities, except those that can cause damage, on the datasheet of this '''WARLORD''' by 3" to a maximum of 12". Note that this does not expand the magnitude of any effects that change Movement speed or range of weapons only which of your units may be affected by the ability. This WARLORD has the following ability: ‘Inspiring Presence (Aura): Units from your army within 6" of this '''WARLORD''' automatically pass morale tests.
*'''2 Intimidating Presence'''
While this '''WARLORD''' is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, gain 1 Command point. This WARLORD has the following ability: ‘Intimidating Presence (Aura): Subtract 1 from the Leadership characteristic of enemy units within 6" of this '''WARLORD'''.
*'''3 The Dust of a Thousand Worlds (Aura)'''
During your Command phase add 2" to the Movement characteristic of units from your army within 6" of this '''WARLORD''' until the end of the Movement phase.
*'''4 Master of the Vanguard (Aura)'''
Add 1 to the Strength characteristic for units from your army within 6" of this '''WARLORD''' during the Fight phase.
*'''5 Target Priority'''
Once per turn at the beginning of your Shooting phase nominate one unit from your army within 6" of this '''WARLORD''', until the end of the phase that unit ignores all penalties to its hit rolls.
*'''6 Coordinated Assault'''
Once per turn while this '''WARLORD''' is on the battlefield after successfully completing a charge you may use the charge roll for the next unit you declare a charge with this phase instead of rolling normally.
 
==Personal==
*'''1 Master of Defence'''
This '''WARLORD''' always fights first in the fight phase. If an enemy unit has charged or also has this ability to alternate going back and forth with units that have this ability. In addition, this '''WARLORD''' counts as 10 models for the purpose of holding objectives.
*'''2 Master of Offence'''
Add 2" to charge rolls made for this '''WARLORD'''. Each time an attack is made by this '''WARLORD''' an unmodified hit roll of 6 automatically wounds the target.
*'''3 Master of Manoeuvre'''
Instead of deploying normally this '''WARLORD''' and up to one other unit from your army may Outflank. At the end of any of your Movement phases, this '''WARLORD''' and the other unit may arrive anywhere on the table more than 9" from enemy units, within 6" of each other and entirely within 6" of a board edge.
*'''4 Legendary Fighter'''
Add 1 to the Attacks characteristic of this '''WARLORD'''. In addition, this '''WARLORD''' can make a Heroic Intervention when enemy units are within 6" rather than 3" and can move up to 6" when making a Heroic Intervention.
*'''5 Tenacity'''
Add 1 to the Wounds characteristic of this '''WARLORD'''. In addition, roll a D6 each time this '''WARLORD''' would lose a wound, on a roll of 6+ the wound is not lost.
*'''6 Immovable Object'''
Add 1 to the Toughness characteristic of this '''WARLORD'''. During your opponent's psychic phase this '''WARLORD''' may attempt to deny one psychic power as if this '''WARLORD''' was a psyker or attempt to deny one additional power if this '''WARLORD''' is already a psyker.
==Strategic==
*'''1 Conqueror of Cities (Aura)'''
Units from your army within 6" of this '''WARLORD''' ignore the benefits of cover when making a shooting attack.
*'''2 Night Attacker'''
Each time an opponent uses a Stratagem in their first turn roll a D6, on a roll of 4+ your opponent loses 1 CP.
*'''3 Master of Ambush'''
Before the first turn starts you may redeploy this '''WARLORD''' anywhere within your deployment zone. In addition, each time you roll an unmodified saving throw of 6 for this '''WARLORD''' in the Fight phase, the enemy unit that made the attack suffers a mortal wound after it has resolved all of its attacks.
*'''4 Strategic Genius'''
While this '''WARLORD''' is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
*'''5 Divide to Conquer'''
Increase the Damage characteristic of weapons used by this '''WARLORD''' by 1 against CHARACTERS.
*'''6 Princeps of Deceit'''
Subtract 1 from hit rolls that target this '''WARLORD''' in the Shooting phase. This WARLORD has the following ability: ‘Princeps of Deceit (Aura): Subtract 2" from charge rolls made against units from your army within 6" of this '''WARLORD'''.
 
==Unique Character Warlord Traits==
===Adeptus Sororitas===
*Aestred Thurga has Strategic Genius
*Agathae Dolan has Strategic Genius
*Arch-Confessor Kyrinov has Coordinated Assault
*Celestine has Inspiring Presence
*Ephrael Stern has Intimidating Presence
*Gotfret de Montbard has Tenacity
*Junith Eruita has Inspiring Presence
*Morvenn Vahl has Legendary Fighter
*Pious Vorne has Master of the Vanguard
*Triumph of Saint Katherine has Immovable Object
*Uriah Jacobus has Master of the Vanguard
===Adeptus Custodes===
*Trajann Valoris has Inspiring Presence
===Adeptus Mechanicus===
*Belisarius Cawl has Inspiring Presence
*X-101 has Divide to Conquer
===Astra Militarum===
*Aradia Madellan has Target Priority
*Colonel-Commissar Ibram Gaunt has Inspiring Presence
*Commissar Severina Raine has Master of the Vanguard
*Commissar Yarrick has Inspiring Presence
*Death Korps Marshal Karis Venner has Tenacity
*Lord Castellan Creed has Strategic Genius
*Knight Commander Pask has Divide to Conquer
*Colonel Iron Hand Straten has Legendary Fighter
*Colour Sergeant Kell has Immovable Object
*Nork Deddog has Tenacity
*Raus has Master of Manoeuvre
*Rein has Master of Manoeuvre
*Sergeant Harker has Target Priority
*Sly Marbo has Master of Manoeuvre
===Chaos Daemons===
*Aetaos’rau’keres has Princeps of Deceit
*An’ggrath the Unbound has Master of Offence
*Be’lakor has Master of the Vanguard
*Cor’bax Utterblight has Tenacity
*Epidemius has Coordinated Assault
*Horticulous Slimux has Coordinated Assault
*Mamon Transfigured has Immovable Object
*Rotigus has Master of Defence
*Samus has Inspiring Presence
*Scabeiathrax the Bloated has Tenacity
*Shalaxi Helbane has Legendary Fighter
*Syll’Esske has Master of Defence
*Skarbrand has Master of Offence
*Skulltaker has Divide and Conquer
*Karanak has Intimidating Presence
*Kairos Fateweaver has Immovable Object
*The Changeling has Princeps of Deceit
*The Blue Scribes has Target Priority
*The Masque of Slaanesh has Legendary Fighter
*Uraka the Warfiend has Legendary Fighter
*Zarakynel has Master of the Vanguard
===Chaos Space Marines===
*Abbadon the Despoiler has Master of the Vanguard
*Fabius Bile has Intimidating Presence
*Haarken Worldclaimer has Intimidating Presence
*Huron Blackheart has Tenacity
*Khârn the Betrayer has Legendary Fighter
*Lucius the Eternal has Tenacity
*Obsidius Mallex has Legendary Fighter
===Craftworlds===
*Eldrad Ulthran has Strategic Genius
*Prince Yriel has Immovable Object
*Illic Nightspear has Divide and Conquer
===Drukhari===
*Drazhar has Legendary Fighter
*Lelith Hesperax has Master of Ambush
*Urien Rakarth has Strategic Genius
===Death Guard===
*Mortarion has Master of Offence
*Typhus has Master of Defence
===Rogue Trader===
*Amallyn Shadowguide has Target Priority
*Dahyak Grekh has Master of Defence
*Elucia Vhane has Strategic Genius
*Espern Locarno has Target Priority
*Janus Draik has Target Priority
*Knosso Prond has Coordinated Assault
*Larsen van der Grauss has Immovable Object
*Neyam Shai Murad has Target Priority
*Sanistasia Minst has Inspiring Presence
*Taddeus the Purifier has Inspiring Presence
*UR-025 has Tenacity
===Gellarpox Infected===
*Vulgrar Thrice-Cursed has Intimidating Presence
===Grey Knights===
*Lord Kaldor Draigo has Divide to Conquer
*Grand Master Voldus has Target Priority
*Castellan Crowe has Legendary Figther
*Brother Captain Stern has Inspiring Presence
===Imperial Knights===
*Canis Rex has Inspiring Presence
===Inquisition===
*Hector Rex has Immovable Object
*Inquisitor Coteaz has Immovable Object
*Inquisitor Eisenhorn has Master of Defence
*Inquisitor Greyfax has Legendary Figther
*Inquisitor Karamazov has Inspiring Presence
*Lord Inquisitor Kyria Draxus has Master of Defence
*Solomon Lok has Inspiring Presence
===Necrons===
*Anrakyr the Traveller has The Dust of a Thousand Worlds
*Illuminor Szeras has Inspiring Presence
*Imotekh the Stormlord has Intimidating Presence
*Nemesor Zahndrekh has Strategic Genius
*Orikan the Diviner has Night Attacker
*Szarekh has Inspiring Presence
*Trazyn the Infinite has Master of Defence
*Vargard Obyron has Immovable Object
===Orks===
*Boss Snikrot has Princeps of Deceit
*Boss Zagstruk has Master of the Vanguard
*Da Red Gobbo has Target Priority
*Ghazghkull Thraka has Legendary Fighter
*Goff Rokker has Inspiring Presence
*Grukk Face-rippa has Tenacity
*Kaptin Badrukk has Strategic Genius
*Mad Dok Grotsnik has Princeps of Deceit
*Makari has Inspiring Presence
*Mek Boss Buzzgob has Inspiring Presence
*Mozrog Skragbad has Immovable Object
*Zhadsnark da Ripper has Legendary Fighter
===Space Marines===
*Adrax Agatone has Target Priority
*Ahazra Redth has Intimidating Presence
*Ancient Kae has Inspiring Presence
*Anton Narvaez has Master of Defence
*Arjac Rockfist has Tenacity
*Armenneus Valthex has Inspiring Presence
*Asmodai has Master of Offence
*Asterion Moloc has Intimidating Presence
*Astorath has Immovable Object
*Azrael has Strategic Genius
*Belial has Divide to Conquer
*Bjorn the Fell-Handed has Inspiring Presence
*Bray’arth Ashmantle has Intimidating Presence
*Brother Corbulo has Tenacity
*Canis Wolfborn has Master of the Vanguard
*Captain Lysander has Master of Offence
*Captain Nasiem has Target Priority
*Captain Sicarius has Legendary Fighter
*Captain Tycho has Legendary Fighter
*Carab Culln the Risen has Inspiring Presence
*Carnac Commodus has Intimidating Presence
*Casan Sabius has Legendary Fighter
*Chaplain Cassius has Immovable Object
*Chaplain Dreadnought Titus has Inspiring Presence
*Chaplain Grimaldus has Tenacity
*Chief Librarian Mephiston has Master of Defence
*Chief Librarian Tigurius has Strategic Genius
*Codicier Natorian has Immovable Object
*Commander Dante has Inspiring Presence
*Elam Courbray has Legendary Fighter
*Epistolary Lykandos has Inspiring Presence
*Ezekiel has Inspiring Presence
*Gabriel Angelos has The Dust of a Thousand Worlds
*Gabriel Seth has Legendary Fighter
*Harald Deathwolf has Master of Offence
*Harath Shen has Inspiring Presence
*Hecaton Aiakos has Master of Defence
*High Marshal Helbrech has The Dust of a Thousand Worlds
*Iron Father Feirros has Master of Defence
*Ivanus Enkomi has Divide to Conquer
*Kayvaan Shrike has Master of the Vanguard
*Kor’sarro Khan has The Dust of a Thousand Worlds
*Krom Dragongaze has Master of Defence
*Lazarus has Strategic Genius
*Lemartes has Immovable Object
*Lias Issodon has Conqueror of Cities
*Logan Grimnar has Inspiring Presence
*Lord High Commander Carab Culln has Inspiring Presence
*Lugft Huron has Divide to Conquer
*Lukas the Trickster has Princeps of Deceit
*Malakim Phoros has Intimidating Presence
*Marneus Calgar has Strategic Genius
*Marneus Calgar in Armour of Heraclus has Strategic Genius
*Marneus Calgar in Artificer Armour has Strategic Genius
*Mordaci Blaylock has Legendary Fighter
*Njall Stormcaller has Inspiring Presence
*Orator Sephax has Tenacity
*Pedro Kantor has Master of Offence
*Pellas Mir’san has Inspiring Presence
*Ragnar Blackmane has Master of the Vanguard
*Roboute Guilliman has Strategic Genius
*Sammael has Master of Manouvre
*Sergeant Chronus has Tenacity
*Sergeant Tellion has Target Priority
*Sevrin Loth has Immovable Object
*Silas Alberec has Legendary Fighter
*Tarnus Vale has Legendary Fighter
*The Emperor's Champion has Legendary Fighter
*The Sanguinor has Inspiring Presence
*Thulsa Kane has Inspiring Presence
*Tor Garadon has Target Priority
*Tyberos the Red Wake has Legendary Fighter
*Tycho the Lost has Legendary Fighter
*Ulrik the Slayer has Divide and Conquer
*Uriel Ventris has Legendary Fighter
*Vaylund Cal has Princeps of Deceit
*Vulkan He’stan has Inspiring Presence
*Watch Captain Artemis has Strategic Genius
*Zhrukhal Androcles has Conqueror of Cities
===Tau Empire===
*Commander Shadowsun has Princeps of Deceit
*Commander Farsight has Target Priority
*Aun'va has Inspiring Presence
*Aun'shi has Master of the Vanguard
*Darkstrider has Princeps of Deceit
*Longstrike has Divide and Conquer
===Thousand Sons===
*Magnus has Immovable Object
*Ahriman has Tenacity
===Tyranids===
*The Swarmlord has Strategic Genius
*Old One Eye has Tenacity
*Deathleaper has Divide and Conquer
*The Red Terror has Master of Defence
===Ynnari===
*The Visarch has Legendary Fighter
*The Yncarne has Intimidating Presence
*Yvraine has Master of the Vanguard
=Stratagem List=
 
'''ACUTE SENSES 1CP'''
 
Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase or during your opponent's Charge phase when they declare a charge. Select one unit from your army that has not fired any shooting attacks this battle round and that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase. If this Stratagem is used during the Movement phase the firing models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when making the shooting attack. If this Stratagem is used during the Charge phase the firing models must target a unit that is charging the firing unit.
 
'''ADAMANTIUM WILL 1CP'''
 
Use this Stratagem in your opponents Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a unit from your army. Roll one D6: on a 4+, that psychic power is denied.
 
'''ARMOURBANE 1CP'''
 
Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against VEHICLES.
 
'''BULKY 2CP'''
 
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in your unit; for each result of 1, one model of your choice in your unit is destroyed. Assuming your unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in your unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.
 
'''COUNTER-ATTACK 1CP'''
 
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own units within engagement range that has not fought this turn and fight with it next.
 
'''DEEP STRIKE 0CP'''
 
Use this Stratagem in the Reinforcements step of your Movement phase when one of your units arrives from Strategic Reserves, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models instead of following the normal rules for setting up Strategic Reserve units.
 
'''ETERNAL WARRIOR 1CP'''
 
Use this Stratagem after rolling one or more dice, re-roll one of those dice.
 
'''FEARLESS 1CP'''
 
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice).
 
'''FEEL NO PAIN 1CP'''
 
Use this Stratagem at the start of any player turn. Select one of your units currently on the battlefield, whenever that unit suffers a Wound this turn roll a D6. On a roll of 6+ the Wound is ignored.
 
'''FLEET 1CP'''
 
Use this Stratagem in your Movement phase after moving one of your units unit from your army. That unit can immediately make a Normal Move. Until the end of the turn, that unit is not eligible to shoot or declare a charge.
 
'''FLESHBANE 1 CP'''
 
Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against MONSTERS.
 
'''HATRED 2 CP'''
 
Use this Stratagem in your Fight phase after making attacks with a unit, choose one of the targets of the unit’s attacks that suffered a wound, until the end of the phase add +1 to hit rolls when attacking that target.
 
'''HIGH COMMAND 1 CP'''
 
Use this Stratagem before the battle, when you are mustering your army. Select one CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only 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), and you cannot use this Stratagem to give a model two Warlord Traits.
 
'''HIT & RUN 2CP'''
 
Use this Stratagem in your Movement phase, when a unit from your army Falls Back. This unit is eligible to shoot and declare a charge this turn.
 
'''INDEPENDENT CHARACTER 1CP'''
 
Use this Stratagem when a CHARACTER would lose its last wound, each time this happens for the rest of the phase roll a D6, on a roll of 2+ the wound is ignored, instead a friendly unit within 3” of the model takes a Mortal Wound, if no such units remain then the model suffers the wound as normal. Note that you cannot use any rules to ignore the last wound caused on the character before using this Stratagem to ignore the wound.
 
'''INFILTRATE 1CP'''
 
Use this Stratagem before the first turn starts, move one of your units up to 9", this move cannot end within 12" of enemy units.
 
'''MASTERY LEVEL II 1CP'''
 
Use this Stratagem when a Psyker from your army has manifested the last psychic power they can manifest in their Psychic phase or taken a psychic action, that Psyker can immediately attempt to manifest one psychic power.
 
'''OUTFLANK 1CP'''
 
Use this Stratagem at the end of your Movement phase. Select a unit from your army that has been completely destroyed. Add a new unit that is identical to the one that was destroyed and set it up as reinforcements wholly within 6” of any board edge, more than 9” from enemy models. This Stratagem may not be used in games that do not use the rules for Reinforcement Points.
 
'''PREFERRED ENEMY 1CP'''
 
1 CP: Use this Stratagem when a CHARACTER unit from your army kills a CHARACTER in the Fight phase. Gain D3 Command points.
 
'''RAGE 3CP'''
 
Use this Stratagem at the end of your Fight phase. Choose a unit that has already fought this phase, it can fight again but will not benefit from the Hatred Stratagem.
 
'''SHROUDED 2CP'''
 
Use this Stratagem when a unit from your army is targeted for a Shooting attack until the end of this phase your opponent suffers a -1 to hit while firing at that unit.
 
'''SLOW AND PURPOSEFUL 2CP'''
 
Use this Stratagem at the end of your Shooting phase by choosing a unit that Remained Stationary this turn. The chosen unit can shoot again but will not benefit from the Armourbane, Fleshbane or Sniper Stratagems.
 
'''SNIPER 2CP'''
 
Use this Stratagem in your Shooting phase, when a unit from your army fires, until the end of this phase the unit ignores penalties to its Hit rolls. In addition, this unit can choose to snipe by ignoring all rules that prevent a unit from being targeted by ranged attacks. When a unit snipes this way it hits on unmodified hit rolls of 6 instead of using its Ballistic skill.
 
'''STUBBORN 1 CP'''
 
Use this Stratagem when a model from your army regains a wound lost earlier in the battle, it immediately regains another wound lost earlier in the battle.
 
'''UNIQUE 1CP'''
 
Use this Stratagem before the battle, when you are mustering your army. Your army can take an extra Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics.
 
=Example Armies and Guide to Picking Stratagems WIP=
====Craftworlds (Biel-tan) - Storm of Blades====
''Biel-tan’s forces favour an overwhelming show of force putting the enemy at an immediate disadvantage, they are unyielding and stubborn.''
 
*'''Counter-attack'''
*'''Eternal Warrior'''
*'''Fearless'''
*'''Rage'''
*'''Slow and Purposeful'''
 
====Drukhari (Poisoned Tongue) - Fortune Favours the Depraved====
''The forces of the Poisoned Tongue kabal never fare well in even engagements, but only because they only face their opponents where they know they will win.''
 
*'''Adamantium Will'''
*'''Eternal Warrior'''
*'''Fleet'''
*'''Infiltrate'''
*'''Rage'''
 
====Space Marines (Ultramarines 2nd Company) - Guardians of the Temple====
''Most honoured among any Ultramarine battle company, the forces of Ultramarines 2nd Company value honour and a steadfast resolve.''
 
*'''Counter-attack'''
*'''Eternal Warrior'''
*'''Fearless'''
*'''Feel No Pain'''
*'''Preferred Enemy'''
 
====Space Marines (Ravenguard 1st Company) - Blackwings====
''Not much is known about the Ravengaurd 1st Company, the Ravenguard remain secretive about their most honoured company and few live to tell of the Blackwings.''
 
*'''Eternal Warrior'''
*'''Fleet'''
*'''Preferred Enemy'''
*'''Rage'''
*'''Shrouded'''
 
====Blood Angels and Astra Militarum (Flesh Tearers and Cadian alliance)====
''The Cadians are steadfast and skilled, the Flesh Tearers are brutal yet noble close combatants.''
 
*'''Eternal Warrior'''
*'''Fearless'''
*'''Preferred Enemy'''
*'''Rage'''
*'''Slow and Purposeful'''
 
===Building Lists based on Stratagems===
====Example list Raven Guard 1st Company Blackwings: 23 PL 4 CP====
 
Captain with jump pack (Vykar Kaed Lord of Deliverance) - 6 PL
 
Company Champion (Rostue Actas) - 3 PL
 
Apothecary (Arvin Gregoris) - 3 PL
 
5 Company Veterans (Mortal Screams) - 8 PL
 
Rhino (Gregor Minimus) - 4 PL
 
In this list you would put Vykar Kaed high in the skies, while putting the rest of the infantry inside Gregor Minimus. On turn 1 you would drive up Gregor Minimus to the enemy’s front line with the Fleet Stratagem. Then Vykar Kaed can arrive behind Gregor Minimus and be relatively safe from enemy fire. Vykar can attempt to charge and since he’ll be invisible behind Gregor Minimus he won’t be suffering Overwatch. Whether you get first turn or not, the Shrouded Stratagem is sure to come in handy for Gregor Minimus which will be the only unit your opponent can target.
 
====Example list Raven Guard 1st Company Blackwings: 100 PL 6 CP====
 
Captain with jump pack (Vykar Kaed Lord of Deliverance) - 5 PL
 
Apothecary (Arvin Gregoris) - 3 PL
 
5 Company Veterans (Mortal Screams) - 8 PL
 
10 Vanguard Veterans with jump packs (Black Murder) - 16 PL
 
Chaplain (Kyabek the Absolution) - 5 PL
 
10 Vanguard Veterans (Exosus Eviscero) - 14 PL
 
Company Ancient (Jadyr the Grim) - 4 PL
 
Company Champion (Rostue Actas) - 3 PL
 
Lieutenant (Eitath Ekvinus) - 4 PL
 
Rhino (Gregor Minimus) - 4 PL
 
Techmarine (Evtor Klexus) - 4 PL
 
Repulsor (Gregor Maximus) - 16 PL
 
Vindicator (Factorem Exitium) - 7 PL
 
Vindicator (Exocis Ruinas) - 7 PL
 
We’ve built up the initial force, this force like the original is based around transports with elite melee units, this time it is backed up by mobile firepower. We’ll put Black Murder high in the sky along with Vykar Kaed, all the other characters in the list go with Mortal Screams inside Gregor Minimus, Exosus Eviscero go inside Gregor Maximus. Eternal Warrior is going to come in handy when we fire our Vindicators if we roll a low number of hits or when we attempt to charge with our melee elements. Fleet, isn’t as essential in this list as it is in the first, but being able to rapidly move one of our jump pack units 24” in one turn could come in handy when taking an objective or after clearing out one part of the table. Preferred Enemy is nice because we have relatively few CPs from our formations, our wealth of characters are sure to generate more. Rage is essential in a melee list such as this, especially for Exosus Eviscera, Shrouded is awesome for protecting our transports until they can spit out the elite assault units close to the enemy.
 
===Taking Stratagems Based on Your Army===
Instead of building an army around a set of five Stratagems you might build a force and then select suitable stratagems.
====Canoptek Wraiths and C'tan====
Catacomb Command Barge with warscythe and tesla cannon
 
C’tan Shard of the Deceiver
 
C’tan Shard of the Nightbringer
 
6 Canoptek Wraiths
 
6 Canoptek Wraiths
 
5 Canoptek Wraiths with particle casters
 
Transcendent C'tan
 
Transcendent C'tan
 
The Catacomb Command Barge and The C’tan Shard of the Nightbringer can both shoot, but ideally, they want to be in close combat, we can discard Slow and Purposeful. We don’t have any psykers so we can discard Mastery Level II. All our units have high Leadership and our unit sizes are small therefore we can discard Fearless. Sniper could work well with the C’tan Shard of the Nightbringer, but the usage is very limited. We only have one non-unique character, so taking more relics is not going to be an option, Unique goes out the window. Outflank is best if your list includes slow units since this list is composed entirely of fast units we will not be having problems getting around the table, we are better off just taking more units on the table at the start of the game instead of tying up points in Reinforcement Points.
 
This list offers very few CP and some strong melee characters, Preferred Enemy seems like a good idea. We have lots of big tough units, making them even tougher with Feel No Pain seems great. Eternal Warrior is going to be essential in case we fail a charge or fail to activate Antimatter Meteor on  2+ to do D3 Mortal Wounds or fail a Wound roll for the Nightbringer, with an AP of -4 and a Damage of D6 we would be remiss not to take Eternal Warrior. Rage in a melee list like this is a must. 
 
Adamantium Will, Counter-attack, Hit & Run, Infiltrate and Shrouded could all become useful and are all equally valid. Because the army relies on invulnerable saves it would be a good idea to take Adamantium Will to protect the expensive units from the Smite psychic power.
 
'''Adamantium Will''', '''Eternal Warrior''', '''Feel No Pain''', '''Rage''' and '''Preferred Enemy''' are our final selections.

Latest revision as of 14:07, 23 June 2023

The Angrier Initiative is an attempt at a streamlined version of Warhammer 40k 9th edition. Using core rules and datasheets, FAQs and Errata as a base and replacing or scrapping everything else means far less bloat. No Detachment rules (Chapter Tactics, Combat Doctrines and Super Doctrine esque rules) or Chapter Command upgrades. New Relics, Warlord Traits and a new Stratagem system. New missions and new points to factor in the changes. The project is a work in progress.

Warhammer Forty Thousand Points[edit | edit source]

Work in progress.

Missions and Terrain[edit | edit source]

Import pending.

Objective Secured[edit | edit source]

All Troops and TITANIC units gain Objective Secured ability. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

Relics[edit | edit source]

Adepta Sororitas[edit | edit source]

BLADE OF SAINT ELLYNOR

Model equipped with a blessed blade only. Each time the bearer fails a saving throw add 1 to the Damage characteristic of the bearer's blessed blade until the end of the game. Add 1 to the bearer's Strength characteristic for each enemy CHAOS or PSYKER unit within 3" of the bearer.

BLESSINGS OF SEBASTIAN THOR

Each time the bearer makes a melee attack against a CHAOS or PSYKER unit an unmodified hit roll of 6 inflicts an additional hit. Each time the bearer fails a saving throw add 1 to the bearer's Charge rolls to a maximum of 12 until the end of the battle.

BOOK OF SAINT LUCIUS

When the bearer fails a saving throw the bearer gains Objective Secured until the end of the battle round. Add 3" to the range of the bearer’s aura abilities (to a maximum of 12") if your opponent's army includes any CHAOS or PSYKER units.

BRAZIER OF ETERNAL FLAME

Model with a brazier of holy fire only. Once per game when the bearer fails a saving throw made against a melee attack the bearer inflicts 3 mortal wounds on the attacking unit. The bearer has the following ability: ‘Eternal Flame (Aura): Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer would lose a wound as a result of a mortal wound inflicted by a CHAOS or PSYKER unit, roll one D6: on a 5+, that wound is not lost.’

CHAPLET OF SACRIFICE

When the bearer fails a saving throw the enemy unit that made the attack becomes castigated. Until the end of the battle, each time an ADEPTA SORORITAS model makes an attack against that enemy unit, add 1 to that attack’s wound roll even if the bearer is removed from the battlefield. When the bearer is destroyed by a CHAOS or PSYKER unit, do not remove that model from play. At the end of the phase, it can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. After resolving the destroyed model’s attacks, it is then removed.

IRON SURPLICE OF SAINT ISTAELA

ADEPTA SORORITAS model only. Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer regains 1 wound lost because of a CHAOS or PSYKER unit.

LITANIES OF FAITH

The bearer has the following ability: ‘Litanies of Faith (Aura): Enemy units within 6" of the bearer count as having the CHAOS keyword. While a friendly ADEPTA SORORITAS unit is within 6" of the bearer, the invulnerable save models in that unit receive from the Shield of Faith ability against attacks made by CHAOS or PSYKER models is improved by 1 (to a maximum of 4+).’

MANTLE OF OPHELIA

Once per battle when the bearer fails a saving throw made against an attack made by a CHAOS or PSYKER unit change the Damage characteristic of that attack to 0. Add 2 to the bearer's Wounds characteristic.

REDEMPTION

ADEPTA SORORITAS model equipped with a plasma pistol only. Each time the bearer fails a saving throw the bearer can shoot its plasma pistol as if it were your Shooting phase. The bearer has the following ability: ‘Redemption (Aura): Enemy CHAOS or PSYKER units within 6" of the bearer may not roll invulnerable saving throws.’

SIMULACRUM SANCTORUM

IMAGIFIER model only. When the bearer fails a saving throw the bearer can replace one ability listed under the Litany of Deeds ability it has with one ability it does not have from the Litany of Deeds ability. At the start of the battle, before the first turn begins, you must select two tales for the bearer to recount instead of just one if your opponent's list contains any CHAOS or PSYKER units. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army.

THE ECCLESIARCH’S FURY

Model equipped with a chainsword only. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer can make one additional attack with the bearer's chainsword the next time the bearer fights. Add 1 to wound rolls for attacks made with the bearer's chainsword against CHAOS and PSYKER units.

THE SIGIL ECCLESIASTICUS

PRIEST model only. When the bearer fails a saving throw the bearer automatically intones War Hymn. The bearer has the following ability: ‘The Sigil Ecclesiastus (Aura): Friendly IMPERIUM units within 6" of the bearer add 3" to their Advance rolls if your opponent controls any CHAOS or PSYKER units.’

WRATH OF THE EMPEROR

ADEPTA SORORITAS model equipped with a bolt pistol only. Add 1 to the Strength and Damage characteristics of the bearer's bolt pistol against CHAOS and PSYKER units. The bearer has the following ability: ‘Wrath of the Emperor (Aura): Friendly ADEPTA SORORITAS INFANTRY units within 6" can inflict a single hit with a bolt weapon they are equipped with each time the unit fails a saving throw. These hits must target a unit that the unit could target with a ranged attack using that weapon in the Shooting phase, meaning weapons other than Pistol weapons cannot be used in melee and a unit in melee would not be able to fire its Pistol weapons at a target the unit is not in melee with or a unit that is out of range.’

Adeptus Custodes[edit | edit source]

Martial Ka'tah.

Adeptus Mechanicus[edit | edit source]

The bearer of an Adeptus Mechanicus Relic can perform the Binary Activation action. The 1 ability of Adeptus Mechanicus relics is not active at the start of the game.

‘Binary Activation (Action): The bearer can start to perform this action at the end of your Movement phase. The action is completed at the start of your next Command phase. When it is completed, the 0 part of the bearer’s relic stops being active, and its 1 part becomes active instead.’

ANZION'S PSEUDOGENETOR

The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:

WEAPON Anzion’s Pseudogenetor

RANGE Melee

TYPE Melee

S +2

AP -1

D 1

0: Each time the bearer fights, it makes 3D3 additional attacks with Anzion’s Pseudogenetor.

1: Each time a model in a <FORGE WORLD> unit within 6" makes a melee attack against an enemy non-VEHICLE unit, an unmodified hit roll of 6 scores 1 additional hit.

EXEMPLAR’S ETERNITY

SKITARII MARSHAL model only.

0 (Aura): Improve the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.

1 (Aura): Improve the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.

PATER COG-TOOTH

Model equipped with an Omnissian axe only. Change the Damage characteristic of the bearer's Omnissian axe to 3.

0: The bearer has the Objective Secured ability.

1 (Aura): Enemy units within 1" of the bearer lose the Objective Secured ability.

PHOSPHOENIX

Model equipped with a phosphor serpenta only. Change the Damage characteristic of the bearer's phosphor serpenta to 2.

0: Each time the bearer's phosphor serpenta scores a hit against an enemy unit, until the end of the phase, that enemy unit does not receive the benefits of Dense Cover.

1: Change the Type and AP characteristics of the bearer's phosphor serpenta to Assault 6 and -3 respectively.

RAIMENT OF THE TECHNOMARTYR

0 (Aura): <FORGE WORLD> KATAPHRON SERVITORS and <FORGE WORLD> SERVITORS units within 1" of the bearer add 1 to their Toughness characteristic.

1: Increase the bearer's Wounds characteristic by 2.

SONIC REAPER

Model equipped with a transonic cannon only. Change the Range characteristic of the bearer's transonic cannon to 18".

0: When the bearer inflicts one or more unsaved wounds against an enemy unit, that unit becomes shaken. Halve the Move characteristic of models in that unit. Halve Advance rolls and charge rolls made for that unit.

1: Change the Type characteristic of the bearer's transonic cannon to Pistol 2D6.

TEMPORCOPIA

0: Each time the bearer is declared as a target of a charge, subtract 2 from that charge roll. The Overwatch Stratagem costs 0CP for the bearer.

1: At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

THE ADAMANTINE ARM

Once per battle, the bearer can re-roll a hit roll, wound roll or saving throw.

0: The bearer has a 4+ invulnerable save.

1: At the start of the Fight phase, if the bearer is within Engagement Range of any enemy units, it can fight first that phase.

THE CAGE OF VARADIMAS

Add 1 to the Attacks characteristic of the bearer.

0: Subtract 1 from hit rolls for Melee attacks made against the bearer.

1: Add 1 to hit rolls made for the Melee attacks of the bearer.

THE CEREBRAL TECHNO-MITRE

0: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> units within 6" of the bearer.

1: At the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <FORGE WORLD> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.

THE EYE OF XI-LEXUM

At the start of your Shooting phase, select one enemy unit within 18" of the bearer.

0: The selected unit loses the benefit of light cover until the end of the phase.

1: The selected unit loses the benefit of dense cover until the end of the phase.

THE OMNISCIENT MASK

0: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, the target receives the benefits of light cover.

1: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of light cover against that attack.

THE OMNISSIAH’S HAND

0: When the bearer fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

1: Roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. The Omnissiah's Hand has no further effect.

THE PURGATION’S PURITY

Model equipped with a radium serpenta only. Change the Type of the bearer's radium serpenta to Assault 3.

0 (Aura): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Attacks characteristic of models in that enemy unit (to a minimum of 1).

1: Attacks made with the bearer's radium serpenta automatically wound.

THE RED AXE

Model equipped with an Omnissian axe only. Change the AP characteristic of the bearer's Omnissian axe to -5.

0: Change the Strength characteristic of the bearer's Omnissian axe to 10.

1 (Aura): Add 1 to the Strength characteristic of friendly <FORGE WORLD> units within 6" of the bearer.

THE SKULL OF ELDER NIKOLA

0 (Aura): While a friendly <FORGE WORLD> VEHICLE unit is within 6" of this model, each time a model in that unit makes a shooting attack, ignore any or all penalties to hit.

1: Inflict D6-2 mortal wounds to each enemy VEHICLE unit within 12" of the bearer and revert back to 0.

THE SOLAR FLARE

0: You can set up the bearer in a teleportarium instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.

1: Enemy units may not fire Overwatch against the bearer.

THE UNCREATOR GAUNTLET

Model equipped with a power fist only. Add 2 to hit rolls made using the bearer's power fist.

0: Each time the bearer uses their Master of the Machines ability, the model being repaired regains 0, 3 or 6 wounds lost earlier in the battle if you roll 1-2, 3-4 and 5-6 respectively instead of regaining 1, 2 or 3 wounds respectively.

1: When an enemy model is damaged but not destroyed by the bearer's power fist roll a D6, on a 1-2 the target regains one wound lost earlier in the battle, on a 3-4 the target suffers 2 mortal wounds, on a 5-6 the target suffers 3 mortal wounds.

WEAPON XCIX

Model equipped with a volkite blaster only.

0: Change the Strength characteristic of the bearer's volkite blaster to 9.

1: Change the AP characteristic of the bearer's volkite blaster to -9.

Astra Militarum[edit | edit source]

Inspire.

Chaos Daemons[edit | edit source]

Warp the environment. To choose a ritual ground pick a piece of terrain. You may pick an additional piece of terrain within 6" of the first piece of terrain if the first piece of terrain is less than 10" tall, wide and long. You may pick a third piece of terrain within 6" of the first and second piece of terrain if the first and second pieces of terrain are both less than 5" tall, wide and long. You may not pick a piece of terrain that has been picked for a different relic in your army. Any effects of Chaos Daemons Relics remain in effect even if the bearer is not on the table or if the bearer is destroyed.

Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth

BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground)

MANY-ARMED MONSTROSITY

Nurgle powers range 7"

Slaanesh powers desecrate.

Horror tropes:

DO NOT GO


KEEP YOUR EYES CLOSED


DON'T SHAKE HANDS


DO NOT BLINK

Choose a ritual ground for the bearer after choosing sides. During the Reinforcements step of your Movement phase the bearer can be removed from the battlefield and set back up within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Once per game when the bearer is destroyed you may set the bearer back up with 1 wound remaining within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Units from your opponent's army can attempt the following action:

Keep Watch (Action): One or more units with multiple models from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the ritual ground of your opponent's bearer of Do Not Blink. The action is completed at the end of your turn. If completed your opponent may not use the ability of Do Not Blink until the start of your next turn.

DO NOT BREATHE

Choose a ritual ground for the bearer after choosing sides. Reduce the Toughness characteristic of units with wrong air by 1. While enemy units are within 3" of the bearer's ritual ground their air is wrong. The bearer has the Do Not Breathe ability.

‘Do Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.’

DO NOT LISTEN

Choose a ritual ground for the bearer after choosing sides. While an enemy PSYKER unit is within 3" of the bearer's ritual ground, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6. Add 3" to the bearer's Aura abilities.

DO NOT KILL IT

Choose a ritual ground for the bearer after choosing sides. When the bearer is slain each enemy unit within 3" of the bearer or the bearer's ritual ground suffer 1 mortal wound and the enemy unit that destroyed the bearer suffers 2 additional mortal wounds.

DO NOT STEAL

Choose a ritual ground for the bearer after choosing sides. The bearer gains the Objective Secured ability until the end of the battle round each time an enemy unit starts to perform an action. While an enemy unit is within 3" of the bearer's ritual ground that unit does not benefit from the Objective Secured ability.

KEEP MOVING

Choose a ritual ground for the bearer after choosing sides. Enemy units that remain stationary within 3" of the bearer's ritual ground reduce their Movement characteristic to 3" until the end of the game. The bearer has the Keep Moving ability.

‘Keep Moving (Aura): Enemy units that end their Movement phase within 3" of the bearer reduce their Movement characteristic to 3" until the end of the game.’

STAY SILENT

Choose a ritual ground for the bearer after choosing sides. Enemy units with Aura abilities may not use those abilities while within 3" of the bearer's ritual ground. Enemy units arriving from Reinforcements within 3" of the bearer's ritual ground suffer 3 mortal wounds. The bearer has the Stay Silent ability.

‘Stay Silent (Aura): Enemy units with Aura abilities may not use those abilities while within 3" of the bearer.’

STAY TOGETHER

Choose a ritual ground for the bearer after choosing sides. Add 1 to the Damage characteristic of the bearer's weapons when targeting CHARACTERS. Add 1 to charge rolls for friendly units charging an enemy unit within 3" of the bearer's ritual ground unless that enemy unit is within 3" of another enemy unit.

TELL NO LIES

Choose a ritual ground for the bearer after choosing sides. Enemy units within 3" of the bearer's ritual ground roll an extra D6 when rolling Morale and discard the lowest result. Each time the bearer fights both players secretly choose 1, 2 or 3, if they're different add 1, 2 or 3 to the bearer's Attacks characteristic depending on the number you chose.

WASH YOUR HANDS

Choose a ritual ground for the bearer after choosing sides. Enemy units suffer 1 mortal wound and become afflicted at the start of your Psychic phase if they are within 3" of the bearer or the bearer's ritual ground. Each time an enemy unit that has not been afflicted ends a move within 3" of a unit that has been afflicted it suffers 1 mortal wound and becomes afflicted.

Chaos Space Marines[edit | edit source]

ARMOUR OF ABHORRENCE

The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The bearer has the following ability:

Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 2+, that unit cannot Fall Back this turn and the bearer suffers 1 mortal wound.

EIGHTFOLD-CURSED CROZIUS

DARK APOSTLE only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer fails a roll to chant a prayer the bearer suffers 1 mortal wound and the roll is re-rolled. Add 1 to the Damage characteristic of the bearer's accursed crozius.

GHORISVEX’S TEETH

Model with Astartes chainsword only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. For each unmodified hit roll of 6 made with the bearer's Astartes chainsword the target suffers 3 mortal wounds and the bearer suffers 1 mortal wound.

INFERNO TOME

The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds at the end of your psychic phase, then the bearer suffers 1 mortal wound.

LOYALTY’S REWARD

Model with combi-bolter only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Change the Damage characteristic of the bearer's combi-bolter to 2. The bearer can re-roll failed wound rolls against units with the IMPERIUM keyword, but for each wound roll re-rolled this way the bearer suffers 1 mortal wound.

MANTLE OF TRAITORS

WARLORD only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer is reduced to 1 wound the bearer suffers 1 mortal wound. When the bearer is slain choose a friendly <HERETIC ASTARTES> CHARACTER, that model becomes your WARLORD, gains the Mantle of Traitors and gains the WARLORD traits the bearer had. Until the end of the battle, that model counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until this new WARLORD is destroyed.

MINDVEIL

The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer makes a Normal Move, Advances or Falls Back the bearer suffers 1 mortal wound. Add 3" to the bearer's Movement characteristic. The bearer gains the FLY keyword. After moving the bearer if the bearer moved across one or more enemy units choose one of those units. The chosen unit suffers D3 mortal wounds.

MISERY OF THE MEEK

The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Once per battle, at the start of any turn, the bearer can use this Relic. The bearer suffers 3 mortal wounds when this Relic is used. Add 6 to the bearer's Attacks characteristic and add 6" to the range of the bearer's aura abilities (to a maximum of 12") until the end of the turn when this Relic is used.

SPITESPITTER

Model with combi-plasma only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. If the bearer remains stationary in your Movement phase change the profiles of the bearer's combi-plasma to Heavy 2 until the end of your turn. Each time an unmodified hit roll of 1 is made for an attack with the supercharge weapon profile of the bearer's combi-plasma, the bearer suffers 1 mortal wound after shooting with this weapon instead of being destroyed.

THE TRIGDATH

The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer advances the bearer suffers 1 mortal wound. The bearer can shoot and/or charge in a turn in which the bearer has advanced or fallen back.

Chaos Knights[edit | edit source]

Towering Foe.

Thousand Sons[edit | edit source]

Dysmanifestation is #22 in the Discipline of Vengeance. Astral Blast is #12 in the Discipline of Change. Warp Reality is #32 in the Discipline of Change.

Malediction: Warp Reality has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics.

The bearer suffers perils of the warp on any roll of a double when attempting to manifest a Wrath of Magnus

Each time a Psychic test is taken for the bearer's Wrath of Magnus psychic power that contains any double, the bearer suffers Perils of the Warp.

EXALTED MUTATION

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Increase the bearer's Toughness and Attacks characteristics by 1. The bearer knows the Swelled by the Warp psychic power.

Swelled by the Warp

Blessing: Swelled by the Warp has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS model within 12" of this PSYKER and up to one friendly THOUSAND SONS SPAWN unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to the Strength characteristic of that unit and/or model.

EGLEIGHEN’S ORRERY

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. At the start of deployment choose a Stratagem and reveal it to your opponent. Gain 1CP the first time your opponent uses the Stratagem. The bearer knows the Divine the Future psychic power.

Blessing: Divine the Future has a warp charge value of 8. Wrath of Magnus. Do not make a Psychic test the next time this PSYKER attempts to cast a psychic power: that Psychic test is passed at the minimum required warp charge value.

THE PRISM OF ECHOES

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Echo ability and knows the Time Flux psychic power. ‘Echo: The first time the bearer is destroyed, keep it to one side; at the end of the current phase roll a D6, set the bearer back up again on a 4+, as close as possible to its previous position and more than 1" away from any enemy models, with 1 wound remaining.’

Time Flux

Blessing: Time Flux has a warp charge value of 4. Wrath of Magnus. If manifested roll 1D6, select one friendly THOUSAND SONS INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit with a Wounds characteristic below the result of your D6 roll to the battlefield with all of its wounds remaining, placing it in unit coherency.

HELM OF THE DAEMON’S EYE

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Grand Schemes ability and knows the Seeded Strategy psychic power. ‘Grand Schemes: Once per turn when a psychic power is successfully manifested by a friendly unit within 6" you can use this ability, if you do: Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).’

Seeded Strategy

Blessing: Seeded Strategy has a warp charge value of 4. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 6" of this PSYKER. Until the end of the turn, that unit gains the Objective Secured ability. If it already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls objective markers.

CORUSCATOR

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Model equipped with an inferno bolt pistol only. Each time the bearer manifests a psychic power inflict 1 mortal wound on the nearest visible enemy unit within 12". The bearer knows the Coruscating Flames psychic power.

Coruscating Flames

Blessing: Coruscating Flames has a warp charge value of 4. Wrath of Magnus. If manifested, select this PSYKER and up to one friendly ARCANA ASTARTES unit you within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers models in those units are equipped with.

INCALADION’S PARADOXES

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Dialetheism ability and knows the Empyric Trespass psychic power. ‘Dialetheism: When the PSYKER manifests a psychic power you may ignore the closest visible enemy unit for the purpose of determining which unit is the closest visible enemy unit.’

Empyric Trespass

Malediction: Empyric Trespass has a warp charge value of 5. Wrath of Magnus. If manifested, the closest enemy unit within 24" of and visible to the PSYKER is selected. Until the start of your next Psychic phase, each time a friendly <THOUSAND SONS> unit within 6" of this PSYKER makes an attack that targets that enemy unit, you can re-roll the wound roll.

CAPRICIOUS CREST

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Once per turn after taking a psychic test for a PSYKER within 6" of the bearer add 1 to the result. The bearer knows the Warp Reality psychic power.

Ephemeral Existence

Blessing: Ephemeral Existence has a warp charge of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit, that unit gains the FLY keyword until the end of the turn. After that unit has fought this turn it can make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.

PERFIDIOUS TOME

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Sorcerous Facade ability and knows the Glamour of Tzeentch psychic power. ‘Sorcerous Facade: At the start of the first battle round, before the first turn begins, select 1 THOUSAND SONS unit from your army. Remove that unit and this WARLORD from the battlefield then set them up again following the normal deployment rules for the mission being played.’

Glamour of Tzeentch

Blessing: Glamour of Tzeentch has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

SEER’S BANE

If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Each time an attack is made against the bearer, the hit roll, wound roll and damage roll cannot be re-rolled. The bearer knows the Attempted Possession psychic power.

Attempted Possession

Malediction: Attempted Possession has a warp charge value of 4. Wrath of Magnus. If manifested, select one enemy unit within 18" of this PSYKER:

That unit suffers 1 mortal wound. Until the start of your next Psychic phase, each time a Psychic test is taken for that unit, subtract 2 from that Psychic test and if the result of the test is 2 or less the PSYKER suffers Perils of the Warp.

Aeldari[edit | edit source]

More powerful when the bearer or bearer's allies are near death.

Harlequins are masters of the Webway and have the luck of the laughing god, take a chance and be tricksy.

Ynnari relics get more powerful as the turns go on.

Drukhari[edit | edit source]

PARASITE’S KISS

Model equipped with a splinter pistol only. Change the AP characteristic of the bearer's splinter pistol to -4 and it's Damage characteristic to 3. Once per turn when the bearer destroys an enemy model in the Shooting phase or the Fight phase it regains 1 wound lost earlier in the battle.

SOULHELM

Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost. If a PSYKER controlled by your opponent suffers Perils of the Warp add 3 to rolls for the bearer to ignore mortal wounds in your opponent's Psychic phase until the end of the game.

THE ANIMUS VITAE

Once per game in the Shooting phase the bearer can use The Animus Vitae to deal D3 mortal wounds to the closest visible enemy unit within 6" of the bearer (D3+3 mortal wounds if the unit contains 11+ models). Friendly DRUKHARI units gain the following ability until the end of the turn when the The Animus Vitae is used: ‘Eager to Flay: This unit is eligible to declare a charge in a turn in which it Advanced.’

THE HELM OF SPITE

Each time an attack is made that targets the bearer, subtract 1 from that attacks hit roll. After a unit has resolved its attacks inflict 2 mortal wounds on that attacking unit for each unmodified hit roll of 1 it made against the bearer with a Melee attack.

THE NIGHTMARE DOLL

HAEMONCULUS model only. The bearer has the following ability: ‘Horrorifying Mockery (Aura): Enemy units within 6" of the bearer cannot automatically pass Morale tests and always fail on a roll of 6.’ The bearer gains a 4+ invulnerable save when an enemy unit within 6" fails a Morale test.

THE TRIPTYCH WHIP

SUCCUBUS model equipped with an agoniser only. The bearer's agoniser gains Poisoned Weapon (2+). Each time the bearer makes a consolidation move after destroying at least one model in that phase, it can move an additional 3", and it does not have to finish this move closer to the closest enemy model.

WRIT OF THE LIVING MUSE

When the bearer destroys an enemy unit the bearer gains the following ability: ‘Theatre of Vect (Aura): Friendly DRUKHARI units within 6" of the bearer automatically pass Morale tests. Friendly DRUKHARI models within 6" of the bearer that have characteristics that can change as they suffers damage, are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.’

SOUL-SEEKER

Model equipped with a splinter pistol only. Each time you select a target for the bearer's splinter pistol, you can ignore the Look Out, Sir rule. After deployment, but before the first battle round begins, choose a unit in your opponent’s army. Change the Damage characteristic of the bearer's splinter pistol to 6 against the chosen unit. When the chosen unit is destroyed you gain 1CP.

THE PHIAL BOUQUET

Each time the bearer piles in choose an option from the Combat Drugs table, the bearer gains that ability until the end of the game. This effect can be one that the bearer is already affected by and is cumulative. If you choose Adrenalight and the bearer made a charge move or performed a Heroic Intervention this turn the additional attack will apply immediately.

THE BLOOD GLAIVE

Model equipped with an archite glaive only. At the end of the Fight phase, if the bearer destroyed an enemy model this phase, it can fight again.

THE FLENSING BLADE

Model equipped with Haemonculus tools only. Increase the Damage characteristic of the bearer's Haemonculus tools to 3. Increase the bearer's Toughness characteristic by 1 each time the bearer destroys a CHARACTER unit.

SPIRIT-STING

Haemonculus with stinger pistol only. Change the Type of the bearer's stinger pistol to Pistol 3. When a unit is hit by the bearer's stinger pistol its worst fears manifest. Subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit until the end of the turn.

Death Guard[edit | edit source]

Inexorable Advance. Contagions of Nurgle. 1. Bacteria. 2. Viruses. 3. Mycetes. 4. Parasites.

Grey Knights[edit | edit source]

Tides of the Warp.

Imperial Knights[edit | edit source]

Towering Foe.

Inquisition[edit | edit source]

Target.

Necrons[edit | edit source]

When a Necrons Relic tells you to select a Battle Round do so secretly after both sides have deployed, but before you have determined who will have the first turn. You can select different battle rounds for different relics. At the start of each battle round reveal which Relics have been selected for this battle round.

BLOOD SCYTHE

Model with warscythe only. Attacks against a non-VEHICLE unit made with the bearer's warscythe wound on a roll of 2+. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Siphon (Aura): Reduce the Toughness characteristic of enemy non-VEHICLE units within 6" by 1.’

GAUNTLET OF THE CONFLAGRATOR

The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:

WEAPON Gauntlet of the Conflagrator

RANGE 12"

TYPE Pistol 1

S *

AP *

D *

One use only. Select a battle round. When an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 5+ and the attack sequence ends. Roll 5 additional D6 if this weapon is used in the selected battle round.

INFINITY MANTLE

Change the bearer's Sv characteristic to 2+. Select a battle round. In the selected battle round enemy units cannot fire Overwatch or Set to Defend when they are charged by the bearer.

LAVOISIER CONDUIT

ROYAL WARDEN only. Select a battle round. Change the bearer's Relic gauss blaster's Range to 36" Type Rapid Fire 3, Strength to 6 and in the selected battle round attacks made with it automatically wound.

NANOSCARAB CASKET

The first time the bearer is destroyed roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with 1 wound remaining. Select a battle round. At the beginning of the selected battle round the bearer regains all lost wounds.

SEMPITERNAL WEAVE

If the bearer Remains Stationary in your Movement phase increase the bearer's Toughness characteristic to 10 until the start of your next turn. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Eternal Guardian (Aura): Each time an attack is made against a friendly NECRON INFANTRY unit within 6", if the target did not make a Normal Move, Advance or Fall Back this battle round, that unit receives the benefit of Light Cover.’

SOLAR STAFF

Model with a staff of light only. Change the Range and Type of the bearer's staff of light to 24" and Assault 6 respectively. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Solar Pulse (Aura): Friendly NECRON units within 6" of the bearer are eligible to shoot in a turn in which the unit Fell Back.’

THE ARROW OF INFINITY

Model with tachyon arrow only. Increase the Damage characteristic of the bearer's tachyon arrow to 6. Select a battle round. The bearer's tachyon arrow can be fired in the selected battle round in addition to the one shot you get per game.

THE ORB OF ETERNITY

Model with resurrection orb only. Select a battle round. The bearer gains the following ability: ‘Eternity (Aura): Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" unit, treat each model as having a Wounds characteristic of 1. Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" of the bearer during the selected battle round, you can add 1 to the result.’

THE SOVEREIGN CORONAL

Select a battle round. The bearer gains the following ability: ‘Sovereign (Aura): Friendly NECRON units within 6" add 1 to their Movement characteristic. In the selected battle round if a friendly NECRON unit within 6" of the bearer is performing an action, it can still make attacks with ranged weapons without that action failing..’

THE VANQUISHER’S MASK

Select a battle round. Enemy units are not eligible to fight in the selected battle round until after all eligible units from your army have done so.

VEIL OF DARKNESS

Select a battle round. In the Reinforcement step of your Movement phase in the selected battle round the bearer and all friendly units wholly within 6" of the bearer are removed from the table and set back up anywhere on the battlefield that is more than 9" away from any enemy models. All removed units must be placed wholly within 6" of the bearer.

VOIDREAPER

Model with voidscythe only. The bearer has the following abilities:

‘Soulreaper (Aura): Enemy units within 6" of the bearer cannot use rules that ignore wounds or reduce the Damage characteristic of attacks.’

‘Voidsnap: Select a battle round. All enemy units within 6" of the bearer at the start of the selected battle round suffer 1 mortal wound.’

VOLTAIC STAFF

Model with a staff of light only. Increase the Damage characteristic of both profiles of the bearer's staff of light to 2. Select a battle round. The closest visible enemy VEHICLE within 18" of the bearer in your Shooting phase of the selected battle round suffers D3 mortal wounds.

Orks[edit | edit source]

Specialist Mobs.

Space Marines[edit | edit source]

Combat Doctrines.

RELIQUARY OF THE REPENTANT???

In the first battle round the bearer has the Devastator Doctrine ability, in the second battle round the bearer has the Tactical Doctrine ability, in the third battle round the bearer has the Assault Doctrine ability.

Devastator Doctrine: Choose a friendly TERMINATOR unit armed with a cyclone missile launcher within 6" of the bearer at the start of your Shooting phase, you may fire each profile of that cyclone missile launcher twice each this phase, but it must target the same unit with all its attacks this phase.

Tactical Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer add 1 to hit rolls for BOLT weapons that unit is equipped with.

Assault Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer you may re-roll charge rolls for that unit.

Tau Empire[edit | edit source]

Interspecies alliances

Tyranids[edit | edit source]

Adaption.

Shared Warlord Traits[edit | edit source]

You may not pick the same WL trait twice. If you randomly determine your WL trait re-roll duplicates until you roll a result that is not a duplicate.

Command[edit | edit source]

  • 1 Inspiring Presence

Increase the range of all abilities, except those that can cause damage, on the datasheet of this WARLORD by 3" to a maximum of 12". Note that this does not expand the magnitude of any effects that change Movement speed or range of weapons only which of your units may be affected by the ability. This WARLORD has the following ability: ‘Inspiring Presence (Aura): Units from your army within 6" of this WARLORD automatically pass morale tests.

  • 2 Intimidating Presence

While this WARLORD is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, gain 1 Command point. This WARLORD has the following ability: ‘Intimidating Presence (Aura): Subtract 1 from the Leadership characteristic of enemy units within 6" of this WARLORD.

  • 3 The Dust of a Thousand Worlds (Aura)

During your Command phase add 2" to the Movement characteristic of units from your army within 6" of this WARLORD until the end of the Movement phase.

  • 4 Master of the Vanguard (Aura)

Add 1 to the Strength characteristic for units from your army within 6" of this WARLORD during the Fight phase.

  • 5 Target Priority

Once per turn at the beginning of your Shooting phase nominate one unit from your army within 6" of this WARLORD, until the end of the phase that unit ignores all penalties to its hit rolls.

  • 6 Coordinated Assault

Once per turn while this WARLORD is on the battlefield after successfully completing a charge you may use the charge roll for the next unit you declare a charge with this phase instead of rolling normally.

Personal[edit | edit source]

  • 1 Master of Defence

This WARLORD always fights first in the fight phase. If an enemy unit has charged or also has this ability to alternate going back and forth with units that have this ability. In addition, this WARLORD counts as 10 models for the purpose of holding objectives.

  • 2 Master of Offence

Add 2" to charge rolls made for this WARLORD. Each time an attack is made by this WARLORD an unmodified hit roll of 6 automatically wounds the target.

  • 3 Master of Manoeuvre

Instead of deploying normally this WARLORD and up to one other unit from your army may Outflank. At the end of any of your Movement phases, this WARLORD and the other unit may arrive anywhere on the table more than 9" from enemy units, within 6" of each other and entirely within 6" of a board edge.

  • 4 Legendary Fighter

Add 1 to the Attacks characteristic of this WARLORD. In addition, this WARLORD can make a Heroic Intervention when enemy units are within 6" rather than 3" and can move up to 6" when making a Heroic Intervention.

  • 5 Tenacity

Add 1 to the Wounds characteristic of this WARLORD. In addition, roll a D6 each time this WARLORD would lose a wound, on a roll of 6+ the wound is not lost.

  • 6 Immovable Object

Add 1 to the Toughness characteristic of this WARLORD. During your opponent's psychic phase this WARLORD may attempt to deny one psychic power as if this WARLORD was a psyker or attempt to deny one additional power if this WARLORD is already a psyker.

Strategic[edit | edit source]

  • 1 Conqueror of Cities (Aura)

Units from your army within 6" of this WARLORD ignore the benefits of cover when making a shooting attack.

  • 2 Night Attacker

Each time an opponent uses a Stratagem in their first turn roll a D6, on a roll of 4+ your opponent loses 1 CP.

  • 3 Master of Ambush

Before the first turn starts you may redeploy this WARLORD anywhere within your deployment zone. In addition, each time you roll an unmodified saving throw of 6 for this WARLORD in the Fight phase, the enemy unit that made the attack suffers a mortal wound after it has resolved all of its attacks.

  • 4 Strategic Genius

While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

  • 5 Divide to Conquer

Increase the Damage characteristic of weapons used by this WARLORD by 1 against CHARACTERS.

  • 6 Princeps of Deceit

Subtract 1 from hit rolls that target this WARLORD in the Shooting phase. This WARLORD has the following ability: ‘Princeps of Deceit (Aura): Subtract 2" from charge rolls made against units from your army within 6" of this WARLORD.

Unique Character Warlord Traits[edit | edit source]

Adeptus Sororitas[edit | edit source]

  • Aestred Thurga has Strategic Genius
  • Agathae Dolan has Strategic Genius
  • Arch-Confessor Kyrinov has Coordinated Assault
  • Celestine has Inspiring Presence
  • Ephrael Stern has Intimidating Presence
  • Gotfret de Montbard has Tenacity
  • Junith Eruita has Inspiring Presence
  • Morvenn Vahl has Legendary Fighter
  • Pious Vorne has Master of the Vanguard
  • Triumph of Saint Katherine has Immovable Object
  • Uriah Jacobus has Master of the Vanguard

Adeptus Custodes[edit | edit source]

  • Trajann Valoris has Inspiring Presence

Adeptus Mechanicus[edit | edit source]

  • Belisarius Cawl has Inspiring Presence
  • X-101 has Divide to Conquer

Astra Militarum[edit | edit source]

  • Aradia Madellan has Target Priority
  • Colonel-Commissar Ibram Gaunt has Inspiring Presence
  • Commissar Severina Raine has Master of the Vanguard
  • Commissar Yarrick has Inspiring Presence
  • Death Korps Marshal Karis Venner has Tenacity
  • Lord Castellan Creed has Strategic Genius
  • Knight Commander Pask has Divide to Conquer
  • Colonel Iron Hand Straten has Legendary Fighter
  • Colour Sergeant Kell has Immovable Object
  • Nork Deddog has Tenacity
  • Raus has Master of Manoeuvre
  • Rein has Master of Manoeuvre
  • Sergeant Harker has Target Priority
  • Sly Marbo has Master of Manoeuvre

Chaos Daemons[edit | edit source]

  • Aetaos’rau’keres has Princeps of Deceit
  • An’ggrath the Unbound has Master of Offence
  • Be’lakor has Master of the Vanguard
  • Cor’bax Utterblight has Tenacity
  • Epidemius has Coordinated Assault
  • Horticulous Slimux has Coordinated Assault
  • Mamon Transfigured has Immovable Object
  • Rotigus has Master of Defence
  • Samus has Inspiring Presence
  • Scabeiathrax the Bloated has Tenacity
  • Shalaxi Helbane has Legendary Fighter
  • Syll’Esske has Master of Defence
  • Skarbrand has Master of Offence
  • Skulltaker has Divide and Conquer
  • Karanak has Intimidating Presence
  • Kairos Fateweaver has Immovable Object
  • The Changeling has Princeps of Deceit
  • The Blue Scribes has Target Priority
  • The Masque of Slaanesh has Legendary Fighter
  • Uraka the Warfiend has Legendary Fighter
  • Zarakynel has Master of the Vanguard

Chaos Space Marines[edit | edit source]

  • Abbadon the Despoiler has Master of the Vanguard
  • Fabius Bile has Intimidating Presence
  • Haarken Worldclaimer has Intimidating Presence
  • Huron Blackheart has Tenacity
  • Khârn the Betrayer has Legendary Fighter
  • Lucius the Eternal has Tenacity
  • Obsidius Mallex has Legendary Fighter

Craftworlds[edit | edit source]

  • Eldrad Ulthran has Strategic Genius
  • Prince Yriel has Immovable Object
  • Illic Nightspear has Divide and Conquer

Drukhari[edit | edit source]

  • Drazhar has Legendary Fighter
  • Lelith Hesperax has Master of Ambush
  • Urien Rakarth has Strategic Genius

Death Guard[edit | edit source]

  • Mortarion has Master of Offence
  • Typhus has Master of Defence

Rogue Trader[edit | edit source]

  • Amallyn Shadowguide has Target Priority
  • Dahyak Grekh has Master of Defence
  • Elucia Vhane has Strategic Genius
  • Espern Locarno has Target Priority
  • Janus Draik has Target Priority
  • Knosso Prond has Coordinated Assault
  • Larsen van der Grauss has Immovable Object
  • Neyam Shai Murad has Target Priority
  • Sanistasia Minst has Inspiring Presence
  • Taddeus the Purifier has Inspiring Presence
  • UR-025 has Tenacity

Gellarpox Infected[edit | edit source]

  • Vulgrar Thrice-Cursed has Intimidating Presence

Grey Knights[edit | edit source]

  • Lord Kaldor Draigo has Divide to Conquer
  • Grand Master Voldus has Target Priority
  • Castellan Crowe has Legendary Figther
  • Brother Captain Stern has Inspiring Presence

Imperial Knights[edit | edit source]

  • Canis Rex has Inspiring Presence

Inquisition[edit | edit source]

  • Hector Rex has Immovable Object
  • Inquisitor Coteaz has Immovable Object
  • Inquisitor Eisenhorn has Master of Defence
  • Inquisitor Greyfax has Legendary Figther
  • Inquisitor Karamazov has Inspiring Presence
  • Lord Inquisitor Kyria Draxus has Master of Defence
  • Solomon Lok has Inspiring Presence

Necrons[edit | edit source]

  • Anrakyr the Traveller has The Dust of a Thousand Worlds
  • Illuminor Szeras has Inspiring Presence
  • Imotekh the Stormlord has Intimidating Presence
  • Nemesor Zahndrekh has Strategic Genius
  • Orikan the Diviner has Night Attacker
  • Szarekh has Inspiring Presence
  • Trazyn the Infinite has Master of Defence
  • Vargard Obyron has Immovable Object

Orks[edit | edit source]

  • Boss Snikrot has Princeps of Deceit
  • Boss Zagstruk has Master of the Vanguard
  • Da Red Gobbo has Target Priority
  • Ghazghkull Thraka has Legendary Fighter
  • Goff Rokker has Inspiring Presence
  • Grukk Face-rippa has Tenacity
  • Kaptin Badrukk has Strategic Genius
  • Mad Dok Grotsnik has Princeps of Deceit
  • Makari has Inspiring Presence
  • Mek Boss Buzzgob has Inspiring Presence
  • Mozrog Skragbad has Immovable Object
  • Zhadsnark da Ripper has Legendary Fighter

Space Marines[edit | edit source]

  • Adrax Agatone has Target Priority
  • Ahazra Redth has Intimidating Presence
  • Ancient Kae has Inspiring Presence
  • Anton Narvaez has Master of Defence
  • Arjac Rockfist has Tenacity
  • Armenneus Valthex has Inspiring Presence
  • Asmodai has Master of Offence
  • Asterion Moloc has Intimidating Presence
  • Astorath has Immovable Object
  • Azrael has Strategic Genius
  • Belial has Divide to Conquer
  • Bjorn the Fell-Handed has Inspiring Presence
  • Bray’arth Ashmantle has Intimidating Presence
  • Brother Corbulo has Tenacity
  • Canis Wolfborn has Master of the Vanguard
  • Captain Lysander has Master of Offence
  • Captain Nasiem has Target Priority
  • Captain Sicarius has Legendary Fighter
  • Captain Tycho has Legendary Fighter
  • Carab Culln the Risen has Inspiring Presence
  • Carnac Commodus has Intimidating Presence
  • Casan Sabius has Legendary Fighter
  • Chaplain Cassius has Immovable Object
  • Chaplain Dreadnought Titus has Inspiring Presence
  • Chaplain Grimaldus has Tenacity
  • Chief Librarian Mephiston has Master of Defence
  • Chief Librarian Tigurius has Strategic Genius
  • Codicier Natorian has Immovable Object
  • Commander Dante has Inspiring Presence
  • Elam Courbray has Legendary Fighter
  • Epistolary Lykandos has Inspiring Presence
  • Ezekiel has Inspiring Presence
  • Gabriel Angelos has The Dust of a Thousand Worlds
  • Gabriel Seth has Legendary Fighter
  • Harald Deathwolf has Master of Offence
  • Harath Shen has Inspiring Presence
  • Hecaton Aiakos has Master of Defence
  • High Marshal Helbrech has The Dust of a Thousand Worlds
  • Iron Father Feirros has Master of Defence
  • Ivanus Enkomi has Divide to Conquer
  • Kayvaan Shrike has Master of the Vanguard
  • Kor’sarro Khan has The Dust of a Thousand Worlds
  • Krom Dragongaze has Master of Defence
  • Lazarus has Strategic Genius
  • Lemartes has Immovable Object
  • Lias Issodon has Conqueror of Cities
  • Logan Grimnar has Inspiring Presence
  • Lord High Commander Carab Culln has Inspiring Presence
  • Lugft Huron has Divide to Conquer
  • Lukas the Trickster has Princeps of Deceit
  • Malakim Phoros has Intimidating Presence
  • Marneus Calgar has Strategic Genius
  • Marneus Calgar in Armour of Heraclus has Strategic Genius
  • Marneus Calgar in Artificer Armour has Strategic Genius
  • Mordaci Blaylock has Legendary Fighter
  • Njall Stormcaller has Inspiring Presence
  • Orator Sephax has Tenacity
  • Pedro Kantor has Master of Offence
  • Pellas Mir’san has Inspiring Presence
  • Ragnar Blackmane has Master of the Vanguard
  • Roboute Guilliman has Strategic Genius
  • Sammael has Master of Manouvre
  • Sergeant Chronus has Tenacity
  • Sergeant Tellion has Target Priority
  • Sevrin Loth has Immovable Object
  • Silas Alberec has Legendary Fighter
  • Tarnus Vale has Legendary Fighter
  • The Emperor's Champion has Legendary Fighter
  • The Sanguinor has Inspiring Presence
  • Thulsa Kane has Inspiring Presence
  • Tor Garadon has Target Priority
  • Tyberos the Red Wake has Legendary Fighter
  • Tycho the Lost has Legendary Fighter
  • Ulrik the Slayer has Divide and Conquer
  • Uriel Ventris has Legendary Fighter
  • Vaylund Cal has Princeps of Deceit
  • Vulkan He’stan has Inspiring Presence
  • Watch Captain Artemis has Strategic Genius
  • Zhrukhal Androcles has Conqueror of Cities

Tau Empire[edit | edit source]

  • Commander Shadowsun has Princeps of Deceit
  • Commander Farsight has Target Priority
  • Aun'va has Inspiring Presence
  • Aun'shi has Master of the Vanguard
  • Darkstrider has Princeps of Deceit
  • Longstrike has Divide and Conquer

Thousand Sons[edit | edit source]

  • Magnus has Immovable Object
  • Ahriman has Tenacity

Tyranids[edit | edit source]

  • The Swarmlord has Strategic Genius
  • Old One Eye has Tenacity
  • Deathleaper has Divide and Conquer
  • The Red Terror has Master of Defence

Ynnari[edit | edit source]

  • The Visarch has Legendary Fighter
  • The Yncarne has Intimidating Presence
  • Yvraine has Master of the Vanguard

Stratagem List[edit | edit source]

ACUTE SENSES 1CP

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase or during your opponent's Charge phase when they declare a charge. Select one unit from your army that has not fired any shooting attacks this battle round and that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase. If this Stratagem is used during the Movement phase the firing models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when making the shooting attack. If this Stratagem is used during the Charge phase the firing models must target a unit that is charging the firing unit.

ADAMANTIUM WILL 1CP

Use this Stratagem in your opponents Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a unit from your army. Roll one D6: on a 4+, that psychic power is denied.

ARMOURBANE 1CP

Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against VEHICLES.

BULKY 2CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in your unit; for each result of 1, one model of your choice in your unit is destroyed. Assuming your unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in your unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.

COUNTER-ATTACK 1CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own units within engagement range that has not fought this turn and fight with it next.

DEEP STRIKE 0CP

Use this Stratagem in the Reinforcements step of your Movement phase when one of your units arrives from Strategic Reserves, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models instead of following the normal rules for setting up Strategic Reserve units.

ETERNAL WARRIOR 1CP

Use this Stratagem after rolling one or more dice, re-roll one of those dice.

FEARLESS 1CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice).

FEEL NO PAIN 1CP

Use this Stratagem at the start of any player turn. Select one of your units currently on the battlefield, whenever that unit suffers a Wound this turn roll a D6. On a roll of 6+ the Wound is ignored.

FLEET 1CP

Use this Stratagem in your Movement phase after moving one of your units unit from your army. That unit can immediately make a Normal Move. Until the end of the turn, that unit is not eligible to shoot or declare a charge.

FLESHBANE 1 CP

Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against MONSTERS.

HATRED 2 CP

Use this Stratagem in your Fight phase after making attacks with a unit, choose one of the targets of the unit’s attacks that suffered a wound, until the end of the phase add +1 to hit rolls when attacking that target.

HIGH COMMAND 1 CP

Use this Stratagem before the battle, when you are mustering your army. Select one CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only 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), and you cannot use this Stratagem to give a model two Warlord Traits.

HIT & RUN 2CP

Use this Stratagem in your Movement phase, when a unit from your army Falls Back. This unit is eligible to shoot and declare a charge this turn.

INDEPENDENT CHARACTER 1CP

Use this Stratagem when a CHARACTER would lose its last wound, each time this happens for the rest of the phase roll a D6, on a roll of 2+ the wound is ignored, instead a friendly unit within 3” of the model takes a Mortal Wound, if no such units remain then the model suffers the wound as normal. Note that you cannot use any rules to ignore the last wound caused on the character before using this Stratagem to ignore the wound.

INFILTRATE 1CP

Use this Stratagem before the first turn starts, move one of your units up to 9", this move cannot end within 12" of enemy units.

MASTERY LEVEL II 1CP

Use this Stratagem when a Psyker from your army has manifested the last psychic power they can manifest in their Psychic phase or taken a psychic action, that Psyker can immediately attempt to manifest one psychic power.

OUTFLANK 1CP

Use this Stratagem at the end of your Movement phase. Select a unit from your army that has been completely destroyed. Add a new unit that is identical to the one that was destroyed and set it up as reinforcements wholly within 6” of any board edge, more than 9” from enemy models. This Stratagem may not be used in games that do not use the rules for Reinforcement Points.

PREFERRED ENEMY 1CP

1 CP: Use this Stratagem when a CHARACTER unit from your army kills a CHARACTER in the Fight phase. Gain D3 Command points.

RAGE 3CP

Use this Stratagem at the end of your Fight phase. Choose a unit that has already fought this phase, it can fight again but will not benefit from the Hatred Stratagem.

SHROUDED 2CP

Use this Stratagem when a unit from your army is targeted for a Shooting attack until the end of this phase your opponent suffers a -1 to hit while firing at that unit.

SLOW AND PURPOSEFUL 2CP

Use this Stratagem at the end of your Shooting phase by choosing a unit that Remained Stationary this turn. The chosen unit can shoot again but will not benefit from the Armourbane, Fleshbane or Sniper Stratagems.

SNIPER 2CP

Use this Stratagem in your Shooting phase, when a unit from your army fires, until the end of this phase the unit ignores penalties to its Hit rolls. In addition, this unit can choose to snipe by ignoring all rules that prevent a unit from being targeted by ranged attacks. When a unit snipes this way it hits on unmodified hit rolls of 6 instead of using its Ballistic skill.

STUBBORN 1 CP

Use this Stratagem when a model from your army regains a wound lost earlier in the battle, it immediately regains another wound lost earlier in the battle.

UNIQUE 1CP

Use this Stratagem before the battle, when you are mustering your army. Your army can take an extra Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics.

Example Armies and Guide to Picking Stratagems WIP[edit | edit source]

Craftworlds (Biel-tan) - Storm of Blades[edit | edit source]

Biel-tan’s forces favour an overwhelming show of force putting the enemy at an immediate disadvantage, they are unyielding and stubborn.

  • Counter-attack
  • Eternal Warrior
  • Fearless
  • Rage
  • Slow and Purposeful

Drukhari (Poisoned Tongue) - Fortune Favours the Depraved[edit | edit source]

The forces of the Poisoned Tongue kabal never fare well in even engagements, but only because they only face their opponents where they know they will win.

  • Adamantium Will
  • Eternal Warrior
  • Fleet
  • Infiltrate
  • Rage

Space Marines (Ultramarines 2nd Company) - Guardians of the Temple[edit | edit source]

Most honoured among any Ultramarine battle company, the forces of Ultramarines 2nd Company value honour and a steadfast resolve.

  • Counter-attack
  • Eternal Warrior
  • Fearless
  • Feel No Pain
  • Preferred Enemy

Space Marines (Ravenguard 1st Company) - Blackwings[edit | edit source]

Not much is known about the Ravengaurd 1st Company, the Ravenguard remain secretive about their most honoured company and few live to tell of the Blackwings.

  • Eternal Warrior
  • Fleet
  • Preferred Enemy
  • Rage
  • Shrouded

Blood Angels and Astra Militarum (Flesh Tearers and Cadian alliance)[edit | edit source]

The Cadians are steadfast and skilled, the Flesh Tearers are brutal yet noble close combatants.

  • Eternal Warrior
  • Fearless
  • Preferred Enemy
  • Rage
  • Slow and Purposeful

Building Lists based on Stratagems[edit | edit source]

Example list Raven Guard 1st Company Blackwings: 23 PL 4 CP[edit | edit source]

Captain with jump pack (Vykar Kaed Lord of Deliverance) - 6 PL

Company Champion (Rostue Actas) - 3 PL

Apothecary (Arvin Gregoris) - 3 PL

5 Company Veterans (Mortal Screams) - 8 PL

Rhino (Gregor Minimus) - 4 PL

In this list you would put Vykar Kaed high in the skies, while putting the rest of the infantry inside Gregor Minimus. On turn 1 you would drive up Gregor Minimus to the enemy’s front line with the Fleet Stratagem. Then Vykar Kaed can arrive behind Gregor Minimus and be relatively safe from enemy fire. Vykar can attempt to charge and since he’ll be invisible behind Gregor Minimus he won’t be suffering Overwatch. Whether you get first turn or not, the Shrouded Stratagem is sure to come in handy for Gregor Minimus which will be the only unit your opponent can target.

Example list Raven Guard 1st Company Blackwings: 100 PL 6 CP[edit | edit source]

Captain with jump pack (Vykar Kaed Lord of Deliverance) - 5 PL

Apothecary (Arvin Gregoris) - 3 PL

5 Company Veterans (Mortal Screams) - 8 PL

10 Vanguard Veterans with jump packs (Black Murder) - 16 PL

Chaplain (Kyabek the Absolution) - 5 PL

10 Vanguard Veterans (Exosus Eviscero) - 14 PL

Company Ancient (Jadyr the Grim) - 4 PL

Company Champion (Rostue Actas) - 3 PL

Lieutenant (Eitath Ekvinus) - 4 PL

Rhino (Gregor Minimus) - 4 PL

Techmarine (Evtor Klexus) - 4 PL

Repulsor (Gregor Maximus) - 16 PL

Vindicator (Factorem Exitium) - 7 PL

Vindicator (Exocis Ruinas) - 7 PL

We’ve built up the initial force, this force like the original is based around transports with elite melee units, this time it is backed up by mobile firepower. We’ll put Black Murder high in the sky along with Vykar Kaed, all the other characters in the list go with Mortal Screams inside Gregor Minimus, Exosus Eviscero go inside Gregor Maximus. Eternal Warrior is going to come in handy when we fire our Vindicators if we roll a low number of hits or when we attempt to charge with our melee elements. Fleet, isn’t as essential in this list as it is in the first, but being able to rapidly move one of our jump pack units 24” in one turn could come in handy when taking an objective or after clearing out one part of the table. Preferred Enemy is nice because we have relatively few CPs from our formations, our wealth of characters are sure to generate more. Rage is essential in a melee list such as this, especially for Exosus Eviscera, Shrouded is awesome for protecting our transports until they can spit out the elite assault units close to the enemy.

Taking Stratagems Based on Your Army[edit | edit source]

Instead of building an army around a set of five Stratagems you might build a force and then select suitable stratagems.

Canoptek Wraiths and C'tan[edit | edit source]

Catacomb Command Barge with warscythe and tesla cannon

C’tan Shard of the Deceiver

C’tan Shard of the Nightbringer

6 Canoptek Wraiths

6 Canoptek Wraiths

5 Canoptek Wraiths with particle casters

Transcendent C'tan

Transcendent C'tan

The Catacomb Command Barge and The C’tan Shard of the Nightbringer can both shoot, but ideally, they want to be in close combat, we can discard Slow and Purposeful. We don’t have any psykers so we can discard Mastery Level II. All our units have high Leadership and our unit sizes are small therefore we can discard Fearless. Sniper could work well with the C’tan Shard of the Nightbringer, but the usage is very limited. We only have one non-unique character, so taking more relics is not going to be an option, Unique goes out the window. Outflank is best if your list includes slow units since this list is composed entirely of fast units we will not be having problems getting around the table, we are better off just taking more units on the table at the start of the game instead of tying up points in Reinforcement Points.

This list offers very few CP and some strong melee characters, Preferred Enemy seems like a good idea. We have lots of big tough units, making them even tougher with Feel No Pain seems great. Eternal Warrior is going to be essential in case we fail a charge or fail to activate Antimatter Meteor on 2+ to do D3 Mortal Wounds or fail a Wound roll for the Nightbringer, with an AP of -4 and a Damage of D6 we would be remiss not to take Eternal Warrior. Rage in a melee list like this is a must.

Adamantium Will, Counter-attack, Hit & Run, Infiltrate and Shrouded could all become useful and are all equally valid. Because the army relies on invulnerable saves it would be a good idea to take Adamantium Will to protect the expensive units from the Smite psychic power.

Adamantium Will, Eternal Warrior, Feel No Pain, Rage and Preferred Enemy are our final selections.