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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. |
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| 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. |
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| 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.
| |
| =ADEPTUS MINISTORUM=
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| =AGENTS OF THE EMPEROR=
| |
| '''In this section you'll find rules for Battle-forged armies that include Agents of the Emperor Detachments - that is any Detachment which only includes units with the '''ADEPTUS CUSTODES''', '''INQUISITION''', '''LEGION OF THE DAMNED''', '''SISTERS OF SILENCE''' and/or '''OFFICIO ASSASINORUM''' keywords. These rules includes the Silence is Golden ability listed below and a series of Stratagems. This section also includes unique Warlord Traits, Psychic Powers and Relics. Together, these rules will reflect the character and fighting style of the Agents of the Emperor in your games of Warhammer 40,000.'''
| |
| ==SILENCE IS GOLDEN== | |
| If a Detachment is composed entirely of models with the '''ADEPTUS CUSTODES''', '''INQUISITION''', '''LEGION OF THE DAMNED''', '''SISTERS OF SILENCE''' and/or '''OFFICIO ASSASINORUM''' faction keywords it is a Agents of the Emperor Detachment. All models in a Agents of the Emperor Detachment increase their Ld by +1 and can never lose more than one model each Morale phase. Enemy units within 3" of a '''CHARACTER''' or '''VEHICLE''' from a Agents of the Emperor Detachment must subtract 1 from their Ld.
| |
| ==STRATAGEMS==
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| '''If your army is Battle-forged and includes any Agents of the Emperor Detachments you have access to the Stratagems listed here, meaning you can spend Command Points to activate them.'''
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| ===???===
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| ===BLESSED LASGUNS===
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| '''1 CP:''' Use this Stratagem when an '''ACOLYTE''' unit shoots in the Shooting phase, double the number of shots fired by lasguns and laspistols this phase.
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| ===DAEMONIC BLADE===
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| '''1 CP:''' Use this Stratagem at the start of the game by choosing a friendly '''INQUISITOR''' with the ''Smite'' psychic power that is armed with a power sword. Roll a D6 and apply the ability below to the power sword.
| |
| *'''1. Daemon Feud:''' Attacks made with this weapon Wound on a roll of 2+ if the target has the Daemon or Daemonic ability.
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| *'''2. Etherblade:''' Attacks made with this weapon are resolved at AP -4 and D 2.
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| *'''3. Vampyre:''' The bearer regains a wound lost earlier in the battle for each unsaved wound caused with this weapon.
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| *'''4. Deathlust:''' Make D3 additional attacks with this weapon when the bearer fights while within 12" of 10 or more enemy models.
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| *'''5. Dark Resurrection:''' Roll a D6 for each wound that would remove the last wound the bearer has, on a D6 roll of 2+ that wound is ignored. This ability can only be used in one phase per game.
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| *'''6. Familiar:''' The bearer knows one additional Psychic power, generate it randomly.
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| ===DAEMONIC SPEED===
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| '''1 CP:''' Use this Stratagem at the start of your Movement phase by choosing a friendly '''DAEMON HOST'''. The chosen model's Movement characteristic is changed to 10 until the end of the phase.
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| ===HOLY MARTYR===
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| '''1 CP:''' Use this Stratagem when a model in an '''ACOLYTE''' unit flees in the Morale phase. Deal D3 mortal wounds to a unit within 1" of the Acolyte before it is removed.
| |
| ===LEGENDARY SWORDSMEN===
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| '''1 CP:''' Use this Stratagem when an enemy unit attacks a '''CUSTODIAN GUARD''' unit. Reduce the number of attacks that unit can make by 1, to a minimum of 1.
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| ===MENTAL FOCUS===
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| '''1 CP:''' Use this Stratagem in your Psychic phase. One '''INQUISITOR PSYKER''' can attempt to cast one additional psychic power this phase.
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| ===NO REST FOR THE WICKED===
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| '''1 CP:''' Use this Stratagem when an '''ACOLYTE''' unit fights in the Fight phase. That unit can re-roll failed Hit and Wound rolls against its Quarry this phase.
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| ===INCEDIBLE INGENUITY===
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| '''3 CP:''' Use this Stratagem while 3+ '''JOKAERO WEAPONSMITH''' units are within 3" of a friendly '''<ORDO>''' unit; roll on the Inconceivable Customisation table, the results lasts until the end of the game.
| |
| ===ORBITAL STRIKE===
| |
| '''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase, if you have an Agents of the Emperor 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.
| |
| ===VENERABLE ANCIENTS===
| |
| '''1 CP:''' Use this Stratagem at the start of any phase. Select a friendly '''ADPEPTUS CUSTODES DREADNOUGHT'''. Until the end of the phase, you can re-roll all hit rolls of 1 for units within 6" of that model.
| |
| ==WARLORD TRAITS==
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| If the Warlord of your army is an Agents of the Emperor '''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.
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| ===1. IRON SOUL===
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| Roll a D6 each time the Warlord suffers a wound, on a roll of 6+ the wound is ignored. Mortal wounds are ignored on a roll of 5+.
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| ===2. PURITY OF MANKIND===
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| Friendly units within 6" of the bearer automatically pass Morale tests.
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| ===3. XENOTECH COLLECTOR===
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| The Warlord has a 6+ invulnerable save. In addition, select one of the Warlord's ranged weapons and imrove its Damage and AP characteristics by 1.
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| ===4. FORBIDDEN LORE===
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| The Warlord knows the ''Smite'' psychic power. The Warlord can attempt to manifest one psychic power each turn, or one additional psychic power if the Warlord is already a psyker. When the Warlord uses this ability the Warlord suffers 1 mortal wound.
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| ===5. READER OF THE TAROT===
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| Roll a D6 each time your opponent spends a CP whilst your Warlord is on the battlefield, on a roll of 5+ you gain a CP.
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| ===6. BURNER OF WORLDS===
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| The Orbital Strike Stratagem costs 1 CP instead of 3.
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| ==FACTION WARLORD TRAITS==
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| If you wish, you can pick one of the two Warlord Traits below instead of the Agents of the Emperor Warlord Traits to the left, but only if your Warlord has the relevant keyword.
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| ==NAMED CHARACTERS AND WARLORD TRAITS==
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| The most famous (or infamous) of the Emperor's servants are exemplars of the methods of war at which they excel. If a named character is your Warlord, they must be given the associated Warlord Trait of their faction. For example, if Inquisitor Corteaz is your Warlord, he would have the '''INQUISITION''' True Quarry Warlord Trait.
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| ===ADEPTUS CUSTODES===
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| '''TRUE WARRIOR''' You can add 1 to all Hit and Wound rolls made for the Warlord in the Fight phase when targeting enemy '''CHARACTERS'''.
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| ===INQUISITION===
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| '''TRUE QUARRY:''' The Warlord can re-roll failed Hit and Wound rolls against their quarry (pg. 117).
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| =DEATHWATCH=
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| ==STRENGTH IN DIVERSITY==
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| If all units in a Detachment have the '''DEATHWATCH''' faction keyword it is a Deathwatch Detachment. At the start of the game if your army contains any Deathwatch Detachments your opponent must select two of the abilities listed below. All '''BIKE''', '''INFANTRY''' and '''DREADNOUGHT''' units in a Deathwatch Detachment gain the relevant abilities.
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| *'''Alien Slayers:''' In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.
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| *'''Fortification Crushers:''' Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by models with this ability. In addition, you can re-roll any failed wound rolls for units with this ability when they are targeting a Building.
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| *'''Will of Man:''' Roll a dice each time a model with this ability loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
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| *'''No Quary for the Alien:''' You may use the Counter-attack Stratagem any number of times each turn as long as all uses of the Stratagem are on units with this ability, you only use CP on the first use.
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| *'''Discipline of Man:''' Add 1 to the Leadership characteristic of all models with this ability. In addition, units with this ability 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.
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| *'''Night Fighters:''' Your opponent must subtract 1 from any hit rolls when shooting at units with this ability if they are more than 12" away.
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| ==STRATAGEMS== | | =Objective Secured= |
| ===ARMOUR OF CONTEMPT===
| | 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. |
| '''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.
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| ===AUSPEX SCAN===
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| '''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.
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| ===DEATH TO TRAITORS===
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| '''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.
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| ===EMPYRIC CHANNELING===
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| 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.
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| ===FLAKK MISSILE===
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| '''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.
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| ===HELLFIRE SHELLS===
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| '''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.
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| ===HONOUR OF THE CHAPTER===
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| '''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.
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| ===MASTERFUL MARKSMANSHIP===
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| '''1 CP:''' Use this Stratagem when a Kill Team 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.
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| ===ONLY IN DEATH DOES DUTY END===
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| '''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).
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| ===ORBITAL BOMBARDMENT===
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| '''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.
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| ===RELICS OF THE CHAPTER===
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| '''1/3 CP:'''
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| ===TREMOR SHELLS===
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| '''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'''.
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| ===WISDOM OF THE ANCIENTS===
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| '''1 CP:''' Use this Stratagem at the start of any phase. Select a friendly '''ADPEPTUS ASTARTES DREADNOUGHT'''. Until the end of the phase, you can re-roll all hit rolls of 1 for units within 6" of that Dreadnought.
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| ==WARLORD TRAITS==
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| 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===
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| Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
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| ===2. THE IMPERIUM'S SWORD===
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| 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.
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| ===3. IRON RESOLVE===
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| 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.
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| ===4. STORM OF FIRE===
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| 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).
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| ===5. RITES OF WAR===
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| Friendly units within 6" of your Warlord automatically pass Morale tests.
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| ===6. CHAMPION OF HUMANITY===
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| You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.
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| ==CHAPTER RELICS== | | =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.
| | ===Adepta Sororitas=== |
| | BLADE OF SAINT ELLYNOR |
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| 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 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. |
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| ===STANDARD OF THE EMPEROR ASCENDANT===
| | BLESSINGS OF SEBASTIAN THOR |
| 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.
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| ===TEETH OF TERRA===
| | 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. |
| Models with a chainsword only. The Teeth of Terra replaces the bearer’s chainsword and has the following profile:
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| WEAPON RANGE TYPE S AP D
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| Teeth of Terra Melee Melee +1 -2 2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.
| | BOOK OF SAINT LUCIUS |
| ===THE ARMOUR INDOMITUS===
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| 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.
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| ===THE BURNING BLADE===
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| 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:
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| WEAPON RANGE TYPE S AP D
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| The Burning Blade Melee Melee +2 -5 1
| | 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. |
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| ===THE SHIELD ETERNAL===
| | BRAZIER OF ETERNAL FLAME |
| 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).
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| ===THE PRIMARCH'S WRATH===
| | 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.’ |
| 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:
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| WEAPON RANGE TYPE S AP D
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| Primarch’s Wrath 24" Rapid Fire 2 5 -1 2
| | CHAPLET OF SACRIFICE |
| ===TOME OF MALCADOR===
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| '''PSYKER''' only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline (pg 202).
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| ==LIBRARIUS DISCIPLINE==
| | 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. |
| 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.
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| ===1. VEIL OF TIME===
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| ''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.
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| ===2. MIGHT OF HEROES===
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| ''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.
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| ===3. PSYCHIC SCOURGE===
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| ''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.
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| ===4. FURY OF THE ANCIENTS===
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| ''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.
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| ===5. PSYCHIC FORTRESS===
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| ''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.
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| ===6. NULL ZONE===
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| ''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.
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| =DRUKHARI=
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| '''In this section you'll find rules for Battle-forged armies that include Drukhari Detachments - that is any Detachment which only includes units with the '''DRUKHARI''' keyword and no units with the '''YNNARI''' keyword. These rules includes the Coven Depravities, Cult Perversions and Kabal Cruelties listed below and a series of Stratagems. This section also includes unique Warlord Traits and Relics. Together, these rules will reflect the depravities, perversions and cruelties of the Covens, Cults and Kabals of the Dark City of Commorragh in your games of Warhammer 40,000.'''
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| ==COVEN DEPRAVITIES==
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| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Coven Depravity, detailed opposite, so long as no units in their Detachment are from other Covens.
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| If you have chosen a Coven that does not feature on this list, you can choose the depravity that best suits the fighting style and battlefield strategies of the warriors that hail from it.
| | IRON SURPLICE OF SAINT ISTAELA |
| ===ALTERED===
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| '''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.
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| ===BLACK DESCENT===
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| '''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.
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| ===COVEN OF TWELVE===
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| '''The Ending is Paramount:''' '''COVEN OF TWELVE''' units add +1 to their Wound rolls when attacking '''CHARACTER''' units.
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| ===DARK CREED===
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| '''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.
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| ===EBON STING===
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| '''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.
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| ===EVERSPIRAL===
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| '''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.
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| ===HEX===
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| '''Curse Crafters:''' Once per Phase 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.
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| ===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 PERVERSIONS==
| | 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. |
| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Cult Perversion, detailed opposite, so long as no units in their Detachment are from other Cults.
| |
|
| |
|
| If you have chosen a Cult that does not feature on this list, you can choose the attribute that best suits the fighting style and battlefield strategies of the warriors that hail from it.
| | LITANIES OF FAITH |
| ===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 fight first in the Fight phase, even if they did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose is taking place. However, '''STRIFE''' units 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 CRUELTIES==
| |
| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Kabal Cruelties, detailed opposite, so long as no units in their Detachment are from other Kabals.
| |
|
| |
|
| If you have chosen a Kabal that does not feature on this list, you can choose the cruelty that best suits the fighting style and battlefield strategies of the warriors that hail from it.
| | 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+).’ |
| ===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 with this cruelty.
| |
| ===OBSIDIAN ROSE===
| |
| '''Armsdealers:''' You can re-roll a single failed to hit roll and a single failed wound roll made for an '''OBSIDIAN ROSE''' unit with this cruelty 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.
| |
| ==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 '''SUCCUBUS''' models 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. PATHS OF SUCCESSION===
| |
| When your Warlord is destroyed roll a D6 on a roll of 3+ you may choose a new Warlord. If the new Warlord is a '''CHARACTER''' it may take the same or a new Warlord trait.
| |
|
| |
|
| ===5. MALIGNANT MASTERMIND===
| | MANTLE OF OPHELIA |
| 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''' within 1" 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===
| | 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. |
| '''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===
| |
| '''Murderous Mistress:''' Add +1 to the Strength of your Warlord.
| |
| ===JADED BLADE===
| |
| '''Dance of Air:''' Your Warlord may Shoot and Charge in the same turn as your Warlord Falls Back.
| |
| ===RED GRIEF===
| |
| '''Deadly Plunge:''' Improve the AP of all your Warlord's melee attacks by 1.
| |
| ===STRIFE===
| |
| '''Untouchable:''' Your Warlord can re-roll failed invulnerable saving throws of 1.
| |
| ===SEVENTH WOE===
| |
| '''Dance of Shadows:''' Subtract 1 from the Attacks characteristic of enemy models in base contact with your Warlord.
| |
| ===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===
| |
| '''Master of Monsters:''' All friendly '''DRUKHARI BEAST''' units within 6" of your Warlord in the Fight phase can re-roll failed charge rolls.
| |
| ===WRATH UNBOUND===
| |
| '''Strength in Numbers:''' Add +1 to your Warlord's Wound rolls while there are more friendly models within 12" than there are enemy models within 12".
| |
| ===BLACK HEART===
| |
| '''Labyrinthine Cunning:''' Whilst your Warlord is alive, roll a dice each time your opponent spends a Command Point to use a Stratagem; on a 5+ you gain a CP.
| |
| ===BROKEN SIGIL===
| |
| '''Taste of Fear:''' Add 1 to your Warlord's Wound rolls against units with no models that have a model with a Ld value above 6.
| |
| ===DYING SUN===
| |
| '''Cold-blooded Calcuator:''' Roll a D6 at the end of each player turn; On a roll of 6+ you gain a single CP.
| |
| ===IRON THORN===
| |
| '''Master Weaponsmith:''' Your Warlord may re-roll a single Hit or Wound roll each turn.
| |
| ===LAST HATRED===
| |
| '''Beyond Death:''' Subtract 1 from the Damage value of any weapon to a minimum of 1 when calcuating how much damage dealth to your Warlord.
| |
| ===OBSIDIAN ROSE===
| |
| '''A Fitting Servant:''' Enemy units may not Fall Back from within 1" of your Warlord.
| |
| ===POISONED TONGUE===
| |
| '''Master Manipulator:''' Gain a single CP each time your opponent uses a Stratagem that your opponent has used previously in the battle.
| |
| ===SEVERED===
| |
| '''Unfettered Ambition:''' 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).
| |
| ==RELICS OF AGONY==
| |
| ===BLADE OF VEX===
| |
| '''CURSED BLADE''' model only. The bearer can re-roll failed Invulnerable saving throws and failed Hit and Wound rolls, but enemy units can re-roll failed Wound rolls against the bearer.
| |
| ===BLADE OF WOE===
| |
| '''SEVENTH WOE''' model only.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | User
| |
| | 0
| |
| | 1
| |
| | The bearer regains a Wound lost earlier in the battle for each unsaved wound caused by this weapon.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===BLOODREST===
| |
| '''WITHERED BLADE''' model with archite glaive only. Replace the bearer's archite glaive with Bloodrest.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | x2
| |
| | 0
| |
| | 2
| |
| | This weapon gains one blood counter at the end of the Fight phase for each successful Wound roll made with this weapon and loses 1 blood counter for each failed Wound roll made with this weapon. Add 1 to the bearer's Wound rolls with this weapon for each blood counter it has.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===CRUCIBLE OF MALEDICTION===
| |
| '''COVEN OF TWELVE''' model only. Once per game the bearer may choose to use the Crucible of Malediction at the start of the Shooting phase. When used all units with the Psyker ability within 9" of the bearer may suffer D3 Mortal Wounds.
| |
| ===DEATHQUIVER PLAGUE===
| |
| '''EBON STING''' model only. Roll a D6 for each model within 12" of the bearer the first time the bearer destroys an enemy model in the Fight phase. '''EBON STING''' units suffer a mortal wound for each roll of 6+ for a model in their unit. All other units suffer a mortal wound for each roll of 5+ for a model in their unit.
| |
| ===DECAPITATOR'S MARK===
| |
| Add +1 to the bearers Attacks and Strength characteristics for each enemy '''CHARACTER''' killed by the bearer.
| |
| ===DJIN BLADE===
| |
| '''DYING SUN''' model with huskblade or powersword only. Replace the bearer's huskblade or powersword with the Djin Blade.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | User
| |
| | -3
| |
| | 1
| |
| | The bearer can re-roll failed Hit and Wound rolls. If the bearer is reduced to 1 Wound it is removed from play.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===HEARTBREAKER===
| |
| '''IRON THORN''' model only. Enemy units within 6" of the bearer with a Leadership above 7 are reduce to Leadership 7. Enemy units within 6" of the bearer with a Leadership below 7 re-roll successful Leadership tests.
| |
| ===HEXWARD HOOD===
| |
| '''TWISTED KNIFE''' model only. When the bearer suffers a mortal wound roll a D6, on a roll of 4+ the wound is ignored.
| |
| ===HOOK OF YZUSATH===
| |
| '''SEVERED''' model only. Roll an additional dice when the bearer Advances or Charges and discard the lowest result. In addition, the bearer can re-roll Wound rolls of 1.
| |
| ===ICON OF DESOLATION===
| |
| Enemy units within 3" of the bearer suffer a -3 to their Leadership unless there are 10 or more enemy models within 12" of the bearer.
| |
| ===KHAIDESHI HERMAVORES===
| |
| '''HEX''' model only. A model equipped with the Khaidesi Haemovores makes 2D6 additional Attacks when it fights in the Fight phase. These attacks are resolved at Strength 3 with AP 0 Damage 1. These attacks do not benefit from any of the model's abilities.
| |
| ===LIGHTNING CUTTER===
| |
| '''STRIFE''' model only. The bearer always wounds on a 3+. When the bearer rolls a 1 to Wound the bearer suffers a Mortal Wound.
| |
| ===MISTSHIVER CAPE===
| |
| '''JADED BLADE''' model only. The bearer adds +1 to their Wound rolls in the Fight phase when attacking units engaged against other friendly units.
| |
| ===SCEPTRE OF THE DARK CITY===
| |
| '''BLACK HEART''' Warlord only.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | User
| |
| | -3
| |
| | 1
| |
| | Unless the target is a '''VEHICLE''' the bearer always wounds on a 2+.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===SHADOWMASK OF YVAREL===
| |
| '''RED GRIEF''' model only. The bearer has a Move characteristic of 12" and can '''FLY'''.
| |
| ===SHATTERSHARD===
| |
| Once per game at the start of the Fight phase the bearer may nominate an enemy '''CHARACTER'''. Double the damage of all the bearer's attacks against that model until the end of the phase.
| |
| ===SOULSTEALER LIBSTICK===
| |
| '''POISONED TONGUE''' model only. Enemy models suffer a -1 to their Attacks characteristic for each unsaved wound suffered from the bearer.
| |
| ===SYNDRIQ'S SUMP===
| |
| '''ALTERED''' model only. Choose one of the following effects at the start of each of your turns, the effects lasts until the start of your next turn: +2 M, +1 T, +1 S, +1 A.
| |
| ===THE ANIMUS VITAE===
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 8"
| |
| | Assault 1
| |
| | 6
| |
| | -2
| |
| | 1
| |
| | This weapon can only be used once. If the Hit and Wound roll for this weapon is succesful treat the turn as one further along than it actually is for the remainder of the game for the purpose of the Power from Pain ability.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===THE ARCHANGEL OF PAIN===
| |
| '''WRATH UNBOUND''' model only. Once per game instead of firing ranged weapons in the Shooting phase you may roll 2D6 for each enemy unit within 9" of the bearer, if the roll is higher the unit suffers a mortal wound for each point the roll is higher than the units Leadership.
| |
| ===THE ARMOUR OF MISERY===
| |
| '''BROKEN SIGIL''' model only. All enemy units within 6" of the bearer suffer a -1 Leadership penalty.
| |
| ===THE HELM OF SPITE===
| |
| '''LAST HATRED''' model only. The bearer can take a Deny the Witch test once each Psychic phase, the Psyker manifesting the power suffers 1 mortal wound if the power is denied.
| |
| ===THE MIAMEXIZ===
| |
| '''BROKEN SIGIL''' only. All units within 6" of the bearer suffer a -1 to Hit rolls in the Fight phase. Each time a unit within 12" of the bearer fails a Morale test add +1 to the bearer's Attacks characteristic.
| |
| ===THE NIGHTMARE DOLL===
| |
| '''EVERSPIRAL''' model only. Reduce the damage dealth to the friendly '''EVERSPIRAL''' units within 3" of the bearer by 1 to a minimum of 1. Once this effect has affected the bearer it ceases to function.
| |
| ===THE ORBS OF DESPAIR===
| |
| Instead of firing any other weapons in the Shooting phase the bearer can use The Orbs of Despair with the following profile:
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 8"
| |
| | Assault D6
| |
| | 1
| |
| | -4
| |
| | 1
| |
| | Change the damage dealt to models to 2D6 if the model is not a '''VEHICLE'''.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===THE PANACEA PERVERTED===
| |
| '''PROPHETS OF FLESH''' model only. The bearer regains 1 wound at the start of each of your turns.
| |
| ===THE VEXATOR MASK===
| |
| '''BLACK DESCENT''' model only. The bearer always fights first in the Fight phase, even if they did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose is taking place.
| |
| ===VENOMSTORM===
| |
| '''OBSIDIAN ROSE''' model only.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 12"
| |
| | Pistol 6
| |
| | *
| |
| | 0
| |
| | 1
| |
| | This weapon wounds on a 2+, unless it is targeting a '''VEHICLE''', in which case it wounds on a 6+.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
|
| |
|
| =GENESTEALER CULTS=
| | REDEMPTION |
| ==CULT SCHEMES==
| |
| ===GHOSAR QUINTUS===
| |
| '''Until Salvation:''' Roll a dice each time a '''GHOSAR QUINTUS''' model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
| |
| ==RELICS OF THE CULTS==
| |
| ===LUCK CHARM===
| |
| Once each player turn the bearer may re-roll a single failed To Hit, To Wound or saving throw roll.
| |
| =HARLEQUINS=
| |
| ==MASQUE PERFORMANCES==
| |
| ===DUSKFIRE===
| |
| '''Until Dusk Burns:''' Roll a dice each time a '''DUSKFIRE''' model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
| |
| ==RELICS OF THE MASQUES==
| |
| ===LUCK CHARM===
| |
| Once each player turn the bearer may re-roll a single failed To Hit, To Wound or saving throw roll.
| |
| =IMPERIAL KNIGHTS=
| |
| ==HOUSE EDICTS==
| |
| If your army is Battle-forged, units with the appropriate keyword will receive the '''CHARACTER''' keyword and the corresponding House Edict, detailed opposite, so long as every other unit in their Detachment is from the same House. If you have chosen a House that does not feature on this list, you can choose the protocol that best suits the fighting style and battlefield strategies of the Imperial Knights that hail from it.
| |
| ===HOUSE KRAST===
| |
| '''Judgment of Krast:''' Units with this edict can re-roll failed Charge rolls.
| |
| ===HOUSE MORTAN===
| |
| '''Valor of Mortan:''' In any turn in which a '''HOUSE MORTAN''' unit with this edict charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.
| |
| ===HOUSE RAVEN===
| |
| '''Dominance of Raven:''' '''HOUSE RAVEN''' units with this edict add 1 to any armour saving throws they make while within 6" of another '''HOUSE RAVEN''' unit with this edict.
| |
| ===HOUSE TARANIS===
| |
| '''Will of Taranis:''' Roll a dice each time a '''HOUSE TARANIS''' model with this edict loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
| |
| ===HOUSE TERRYN===
| |
| '''Conquest of Terryn:''' '''HOUSE TERRYN''' units with this edict may move an additional 3" each time they Pile In and Consolidate.
| |
| ===HOUSE VULKER===
| |
| '''Secrets of Vulker:''' Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by '''HOUSE VULKER''' models with this edict. In addition, you can re-roll any failed wound rolls for '''HOUSE VULKER''' units with this edict when they are targeting a Building.
| |
| ==STRATAGEMS==
| |
| ===ADVANCED COMMUNICATIONS EQUIPMENT===
| |
| '''1 CP:''' Use this Stratagem after a '''HOUSE VULKER''' unit from your army has inflicted an unsaved wound on an enemy unit in the Shooting phase. You can add 1 to hit rolls for any other '''HOUSE VULKER''' units from your army that target the same enemy unit this phase.
| |
| ===BENEVOLENCE OF THE OMNISSIAH===
| |
| '''1 CP:''' Use this Stratagem when an '''ADEPTUS MECHANICUS VEHICLE''' or '''QUESTOR MECHANICUS''' model from your army 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.
| |
| ===ENDBRINGER SMASH===
| |
| '''3 CP:''' Use this Stratagem when a '''HOUSE KRAST''' model attacks with a thunderstrike gauntlet or The Paragon Gauntlet, each succesful Hit roll causes a mortal wound to the target unit in addition to the normal damage. If the target unit has the '''CHAOS''' keyword it instead suffers D3 mortal wounds for each succesful Hit roll.
| |
| ===EXPERIMENTAL WEAPONRY===
| |
| '''2 CP:''' Use this Stratagem at the start of the battle by selecting a weapon one of your '''QUESTOR MECHANICUS''' models are armed with. double the Damage value of any Wound rolls of 6+ when using the chosen weapon.
| |
| ===FALL BACK!===
| |
| '''1 CP:''' Use this Stratagem when an opponent fires at a '''QUESTOR MECHANICUS''' model, that model can immediately move as if it were Movement phase (including Advancing), but the move must end further away from the firing unit than the move started. In addition, the model cannot move in your next Movement phase. Any models that are out of range after the move has been completed cannot fire this turn.
| |
| ===EFFIGY OF THE MACHINE GOD===
| |
| '''2 CP:''' Use this Stratagem in either player's Morale phase by targeting a '''HOUSE TARANIS''' model. All friendly '''MARS''' units within 6" automatically pass Morale tests this phase.
| |
| ===FULL TILT===
| |
| '''1 CP:''' Use this Stratagem when Advancing with a '''QUESTOR MECHANICUS''' model, add 2D6" to the distance it can Advance this turn.
| |
| ===HEIRLOOMS OF THE KNIGHTLY HOUSES===
| |
| '''1/3 CP:''' Use this Stratagem before the battle. Your army can have one extra Relics of the Houses for 1 CP, or two extra for 3 CPs. All of the Relics of the Houses must be different and be given to different '''QUESTOR MECHANICUS CHARACTERS'''. You can only use this Stratagem once per battle.
| |
| ===HIGH KING===
| |
| '''3 CP:''' Use this Stratagem before the battle. Select a '''QUESTOR MECHANICUS''' model in your army. The selected model changes its WS and BS to 2+. You can only use this Stratagem once.
| |
| ===HONOUR THE HOUSE===
| |
| '''1 CP:''' Use this Stratagem at the start of your turn by selecting a '''QUESTOR MECHANICUS''' model, that model gains the Objective Secured ability until the end of the turn. 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.
| |
| ===IONIC SHIELDWALL===
| |
| '''1 CP:''' Use this Stratagem at the start of your opponent's Shooting phase by choosing a '''QUESTOR MECHANICUS''' model, until the end of the phase all '''<HOUSEHOLD>''' models withing 6" of the chosen model can re-roll invulnerable saving throws of 1.
| |
| ===KNIGHT COMMANDER===
| |
| '''1 CP:''' Use this Stratagem before attacking a '''CHARACTER''' with your '''QUESTOR MECHANICUS''' Warlord. You may re-roll all failed Hit rolls against that '''CHARACTER''' this turn.
| |
| ===KNIGHTLY VASSALS===
| |
| '''2 CP:''' Use this Stratagem when an opponent succesfully charges your Warlord, choose a '''QUESTOR MECHANICUS''' model, that model can immediately move 6" in any direction as long the model ends its move close to your Warlord and more than 1" from enemy models.
| |
| ===MACHINE SPIRIT RESURGENT===
| |
| '''1 CP:''' Use this Stratagem at the start of any turn. Pick an '''ADEPTUS MECHANICUS VEHICLE''' or '''QUESTOR MECHANICUS''' unit from your army. Until the end of this turn, use the top row of the model's damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
| |
| ===MONSTER SLAYER===
| |
| '''1 CP:''' Use this Stratagem when a '''HOUSE MORTAN''' unit shoots in the Shooting phase, that unit can re-roll failed Wound rolls against '''MONSTERS''' until the end of the phase.
| |
| ===PREICISION BOMBARDMENT===
| |
| '''1 CP:''' Use this Stratagem before rolling for a random number of shots for a weapon fired by a '''QUESTOR MECHANICUS''' model. Roll 2 extra dice and discard the two lowest results when determining the number of shots.
| |
| ===PROTECT THE HOUSE===
| |
| '''1 CP:''' Use this Stratagem after declaring a Charge against a unit in your Deployment zone with a '''HOUSE RAVEN''', the Charge is automatically succesful with the lowest required roll to succesfully Charge. This Stratagem cannot be used if you Charged more than one unit.
| |
| ===QUESTOR SCRYERSKULL===
| |
| '''1 CP:''' Use this Stratagem at any time to do one of the following: reveal D3 hidden set-up markers (if your opponent is using Concealed Deployment); identify a Mysterious Objective anywhere on the battlefield; or in the Shooting phase to Shoot with a '''QUESTOR MECHANICUS''' unit from your army without the penalties to your hit rolls from the Dawn Raid, Low Visibility or Cover of Darkness rules.
| |
| ===RETRIBUTION FOR CADIA!===
| |
| '''1 CP:''' Use this Stratagem when you select one of your '''QUESTOR MECHANICUS''' units to shoot or fire Overwatch. Re-roll failed Hit rolls for that unit when targeting '''CHAOS''' units until the end of the phase. Against '''TITANIC CHAOS''' units the unit may also re-roll failed Wound rolls until the end of the phase.
| |
| ===ROTATE ION SHIELDS===
| |
| '''1 CP:''' Use this Stratagem when an enemy unit targets a '''QUESTOR MECHANICUS''' unit from your army that has an invulnerable save. You can add 1 to any invulnerable saving throws made for that unit until the end of the phase.
| |
| ===SKYREAPER===
| |
| '''1 CP:''' Use this Stratagem before firing with a '''QUESTOR MECHANICUS''' model against an enemy flyer, add +1 to the Hit rolls of that model against '''FLYERS''' this turn and subtract 1 from its Hit rolls against models that are not '''FLYERS''' this turn.
| |
| ===SMOKE LAUNCHERS===
| |
| '''1 CP:''' Use this Stratagem instead of shooting any weapons in the Shooting phase with a '''QUESTOR MECHANICUS''' model; until your next Shooting phase your opponent must subtract 1 from all Hit rolls for ranged weapons that target this model.
| |
| ===STOMP!===
| |
| '''1 CP:''' Use this Stratagem instead of attacking with a '''HOUSE TERRYN''' model. Execute a single attack with its titanic feet normally, then the model can move 6" in any direction as long as the move ends within 1" of an enemy model it charged this turn then it can execute another attack with its titanic feet. Continue doing this until it has executed a total of four attacks with its titanic feet then it may Consolidate as normal.
| |
| ===TITAN KILLER===
| |
| '''1 CP:''' Use this Stratagem before attacking a '''TITANIC''' model in the Fight phase with a '''QUESTOR MECHANICUS''' model. Add +1 to the Damage characteristic of all attacks made against that '''TITANIC''' model this turn.
| |
| ===WITHERING FIRE===
| |
| '''1 CP:''' Use this Stratagem before shooting with a '''KNIGHT WARDEN''' improve the AP of all weapons fired by it by 1 until the end of the Shooting phase.
| |
| ===WRATHFUL ONSLAUGHT===
| |
| '''3 CP:''' Use this Stratagem before attacking with a '''KNIGHT GALLANT''' that charged this turn add D3 to the number of attacks it can make this turn.
| |
| ==WARLORD TRAITS==
| |
| ===1. LANDSTRIDER===
| |
| Add 1 to the Move characteristic of all '''<HOUSE>''' models within 12" of your Warlord.
| |
| ===2. FAVOURED OF THE OMNISSIAH===
| |
| Your Warlord may re-roll a single failed armour or invulnerable saving throw each turn.
| |
| ===3. EXEMPLAR OF THE JOUST===
| |
| Your Warlord re-rolls failed Hit rolls in a Fight phase in which your Warlord charged.
| |
| ===4. CUNNING COMMANDER===
| |
| At the start of the first game turn you may move your Warlord up to 12" in any direction as long as the move ends within your Deployment Zone.
| |
| ===5. ION BULWARK===
| |
| Your Warlord can re-roll any invulnerable saving throw of 1.
| |
| ===6. DEBT OF VENGEANCE===
| |
| Whilst your Warlord is alive, roll a dice each time your opponent spends a Command Point to use a Stratagem; on a 5+ you gain a CP.
| |
| ===HOUSE KRAST===
| |
| '''Witchkiller:''' Add +2 to your Warlord's Charge roll if one of the targets is a '''PSYKER'''.
| |
| ===HOUSE MORTAN===
| |
| '''Actions Louder Than Words:''' 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.
| |
| ===HOUSE RAVEN===
| |
| '''Dominating Presence:''' Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
| |
| ===HOUSE TARANIS===
| |
| '''Omnissiah's Decree:''' If a friendly '''MARS''' unit is within 6" of your Warlord when it Falls Back, it can still Charge.
| |
| ===HOUSE TERRYN===
| |
| '''Honour or Death:''' Add 1 to your Warlord's Attacks characteristic. If your Warlord Falls Back or uses the FALL BACK! Stratagem this bonus is lost.
| |
| ===HOUSE VULKER===
| |
| '''Well Coordinated:''' 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.
| |
| ==RELICS OF THE HOUSES==
| |
| ===ALL HAILER===
| |
| '''HOUSE TERRYN''' model only. The model cannot be selected as the target for the High King Stratagem. Friendly '''QUESTOR MECHANICUS''' models within 12" of the bearer can add 2 to their Charge rolls.
| |
| ===BANNER OF MACHARIUS TRIUMPHANT===
| |
| You gain one additional CP at the start of the battle.
| |
| ===CODEX BIOLOGIS===
| |
| '''HOUSE MORTAN''' model only. The bearer may re-roll Wound rolls of 1 in the Fight phase against models without the '''VEHICLE''' keyword.
| |
| ===HELM OF THE NAMELESS WARRIOR===
| |
| Add +1 to the bearer's Attacks character while there are 10 or more enemy models within 12" of the bearer.
| |
| ===MARK OF THE OMNISSIAH===
| |
| The bearer regains a single Wound lost earlier in the battle at the start of each of your turns.
| |
| ===MASK OF JUDGMENT===
| |
| '''HOUSE VULKER''' model only. The bearer has a 5+ invulnerable save.
| |
| ===RAVAGER===
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | +4
| |
| | -3
| |
| | 6
| |
| | The bearer's WS does not change when it loses wounds.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===SANCTUARY===
| |
| The bearer has a 4+ invulnerable save against shooting attacks made by enemies more than 24" away.
| |
| ===THE PARAGON GAUNTLET===
| |
| '''HOUSE KRAST''' model armed with thunderstrike gauntlet only. Replace the model's thunderstrike gauntlet with The Paragon Gauntlet.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | x2
| |
| | -4
| |
| | 6
| |
| | If a '''VEHICLE''' or '''MONSTER''' is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===THE RAGE OF MARS===
| |
| '''HOUSE TARANIS''' model with thermal cannon only. Replace the model's thermal cannon with the Rage of Mars.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 36"
| |
| | Heavy D6
| |
| | 10
| |
| | -5
| |
| | D6
| |
| | If the target is within half range of this weapon, roll three dice when inflicting damage with it and discard the two lowest results.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===VAULT BREAKER===
| |
| '''HOUSE RAVEN''' model with rapid fire battle cannon only. Replace the model's rapid fire battle cannon with Vault Breaker.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''RANGE'''
| |
| ! '''TYPE'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 72"
| |
| | Heavy 2D6
| |
| | 8
| |
| | -2
| |
| | D3
| |
| | When shooting in the Shooting phase if the target did not move in its previous Movement phase and the firing model did not move in the the Movement phase then change the Damage characteristic to D6.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| =NECRONS=
| |
| '''In this section you'll find rules for Battle-forged armies that include Necron Detachments - that is any Detachment which only includes units with the '''NECRON''' keyword. These rules includes the Dynastic Protocols listed below and a series of Stratagems. This section also includes unique Warlord Traits, C'Tan Powers and Relics. Together, these rules will reflect the character and fighting style of the Necrons in your games of Warhammer 40,000.'''
| |
| ==DYNASTIC PROTOCOLS==
| |
| '''When the war in heaven was completed and the C'tan destroyed for their abuse of the Necrontyr the Silent King absolved his influence that had won the Necrons the war and gave them, or at least the nobility, back their free will. This means that in-fighting is once again complete and Necrons no longer follow a single code of combat, instead the eccentricities of the nobles of each Necron Dynasty shapes the way in which that particular dynasty wages war.'''
| |
|
| |
|
| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Protocol, detailed opposite, so long as every other unit in their Detachment is from the same dynasty. If you have chosen a dynasty that does not feature on this list, you can choose the protocol that best suits the fighting style and battlefield strategies of the nobility that hail from it.
| | 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.’ |
|
| |
|
| ===SARNEKH===
| | SIMULACRUM SANCTORUM |
| ''Sarnekh is ruled Thaszar the Invincible known by his moniker the Pirate King, for he did not achieve his dynasty through an ancient lineage linked to the Necrontyr nobility of old, but through stealing the crown while Sarnekh's true leadership continued their slumber. Sarnekh's armies are as ruthless and honourless as their dreaded leader.''
| |
|
| |
|
| '''Honourless:''' Whenever a unit with this protocol 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 protocol can still charge in a turn in which they Fell Back.
| | 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. |
| ===SAUTEKH===
| |
| ''While the nobility of Sautekh were squabling among themselves Imotekh quickly seized the initiative and ruthlessly crushed any opposition. To many in the Imperium the Sautekh dynasty embodies the Necrons, once the third strongest dynasty through Imotekh's fast expansion of his empire it is now the most powerful dynasty in all of the galaxy. The rulers of Sautekh give their opposition three options, flee before our ever growing empire, join us in servitude or die.''
| |
|
| |
|
| '''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 protocol, roll 2d6 for each chosen unit and subtract the lowest Wound characteristic in the unit from the result. 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.
| | THE ECCLESIARCH’S FURY |
| ===MAYNARKH===
| |
| ''The Maynarkh dynasty is ruled by the female Phaerekh Xun'bakyr, but she is rarely seen on the battlefield, rumour has it that she as many among her dynasty has been inflicted with the flayer virus, a curse granted from a dying C'tan. The Maynarkh favour a straight forward way of war, while others look down on them for their lack of subtley, none can deny the effectiveness of this dynasty which has given them their reputation as exterminators, for they leave none alive to tell of their victories, but the skinned flesh that adorns the streets of Maynarkh's tomb worlds tell a long and grim tale.
| |
|
| |
|
| '''Corpse Party:''' Models with this protocol can re-roll failed charge rolls.
| | 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. |
|
| |
|
| ===MEPHRIT===
| | THE SIGIL ECCLESIASTICUS |
| ''The Mephrit Dynasty stands leaderless, while several Overlords vie for the title of Phaeron, Zarathusa the Ineffable seems the most likely candidate. The leadership of Mephrit are pitiless, they had to be, for they were tasked with wiping out the most troublesome of the Triarch's foes using ancient technology that overcharged stars causing them to go supernova and destroy any life in the starsystem. While they loathe to use this technology, the effeciency with which they slew their enemies in ancient times still shines through to this day.''
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| '''Pitiless Efficiency:''' Models with this protocol 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.
| | 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.’ |
| ===NOVOKH===
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| ''Novokh is a newly awakened and aggressive dynasty, they have faced the Orks numerous times since their awakening, trying to outwit these beasts proved futile, the only thing that proved effective was an immediate and overwhelming show of force, an art the rulers of the Novokh dynasty has perfected. Their armour is painted red in memory of the ancient rites of their dynasty, the bloodlust hidden deep in the code of some Necrons when they do battle is no more evident than among the soldiery of the Novokh dynasty.''
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| '''Memories of Blood:''' Add +1 to Hit rolls for units with this protocol while they are entirely outside your deployment zone. A unit affected by this protocol cannot be affected by the My Will Be Done or Wave of Command abilities.
| | WRATH OF THE EMPEROR |
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| ===NEPHREK===
| | 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.’ |
| ''Nephrek is the wealthiest among all the dynasties, their ruler as effective at organizing industry as he is at waging war. The worlds near the galactic core which the Nephrek call their home are heavy with precious and rare metals which the Nephrek use to make the finest living metal known among any dynasty. The home system of the Nephrek has three suns, a celestial organization that normally cannot persist, the Nephrek harvest the gravitational force that should collapse the stars into a single superstar to fuel their powerful economy.''
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| '''Solar Masters:''' Add +1 to the saving throws of units with this protocol against ranged attacks with an AP of -2 or better. '''CANOPTEK WRAITHS''' and '''C'TAN''' except Tesseract Vaults are unaffected. | | ===Adeptus Custodes=== |
| | Martial Ka'tah. |
| | ===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. |
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| ===NIHILAKH===
| | ‘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.’ |
| ''The Nihilakh dynasty is ruled by Trazyn the Infinite, a madman obsessed not with conquering the universe but with collecting artifacts of history. The crownworld of Nihilakh is filled with warriors of various epic and important battles forever locked in stasis for the amusement of Trazyn. The Nihilakh only ever wage war when their phaeron finds a new object or equally often beast or person to add to his collection or when a fool dares enter the Nihilakh dynasty's territories. It is a foolish thing indeed, for the armies Nihilakh stand unblemished and ready for war, having not been forced to wage wars of conquest like the armies of other dynasties have. The tomb worlds of Nihilakh are filled with various contraptions which increase the defensibility of their worlds, the key being ressurection amplifiers that make the forces of Nihilakh all but indestructible in defence, ensuring Trazyn's collection is left untouched by those unworthy.''
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| '''Resurrection Hub:''' Add +1 to Reanimation Protocol rolls for units with this protocol while they are entirely within your deployment zone. A unit cannot both be affected by this protocol and the Technomancer ability. Units with this protocol regain 1 additional wound with the Living Metal ability than they otherwise would. | | '''ANZION'S PSEUDOGENETOR''' |
| ===THOKT===
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| ''The Thokt dynasty makes its home within the Hyrakii Deeps a region known for emitting strange types of radiation, while the lesser races remain confounded by this radiation, the Thokt Crypteks have deciphered the underlying code within this radiation and have used it as a power source for a defensive technology that punishes any who would destroy the Phaeron's property.''
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| '''Exotic Energy:''' When a model with this protocol 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.
| | The bearer is equipped with this Relic in addition to their other weapons. It has the following profile: |
| ==STRATAGEMS==
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| '''If your army is Battle-forged and includes any Necron Detachments you have access to the Stratagems listed here, meaning you can spend Command Points to activate them. These help to reflect the unique technologies and overwhelming might of the Necrons on the battlefield.'''
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| ===ADAPTIVE SUBROUTINES===
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| ''When a Tomb World is assaulted it is the Canoptek Harvests that initiate contact with the enemy, their jobs are two-fold, to obtain information about the enemy and to destroy them if possible. The Canoptek Spyders lead the Canoptek defenders of the Necrons' tombs, their intellect is relatively small, but they can network with nearby Canoptek units to create a networked artificial intelligence far greater than the sum of its parts.''
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| '''2 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 gains the Reanimation Protocols ability this turn.
| | WEAPON Anzion’s Pseudogenetor |
| ===BLOOD RITUAL===
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| ''The Novokh dynasty certainly was not the only dynasty making use of bloody rituals in the time before the biotransference, but most dynasties have cast aside such rituals as illogical superstition. That said, it is hard to deny the effect on both the warriors of Novokh and its enemies when the elite forces of Novokh engage their enemy smeared in bloody ritualistic tatoos.''
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| '''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).
| | RANGE Melee |
| ===FLENSING SCARABS===
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| ''No larger than the biting insect they resemble, Maynarkh Crypteks assign these murderous machines to larger bodies of the dynasty's troops to assist in the bloodletting and the rendering down of bodies for prompt harvesting.''
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| '''3 CP:''' Use this Stratagem at the end of the Fight phase. Select a '''MAYNARKH''' unit that unit can immediately fight for a second time.
| | TYPE Melee |
| ===DEATH KNELL===
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| ''Too heavy to be wielded by the lesser forms of mortal men, the Necrons make the most of this heavy energy weapon. Even with the Necrons incredible strength each strike must be made to count.''
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| '''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.
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| ===EXTERMINATION PROTOCOLS===
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| ''Destroyers are drawn together by their shared hatred of all living things. Alone Destroyers are killing machines without equal, but when drawn together in a Destroyer Cult they are a restless plague upon all beings that draw breath.''
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| '''3 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.
| | S +2 |
| ===HARBINGER OF DESPAIR===
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| ''Otherwise known as psychomancers these Crypteks are highly sought after for they understand living beings to a degree that few among the Necrons can claim to. These masters of psychology wield their knowledge as a weapon against the living.''
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| '''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.
| | AP -1 |
| ===HARBINGER OF DESTRUCTION===
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| ''Plasmancers are not subtle beings, for they choose to wield raw energy rather than go to the trouble of binding it into other forms. Thus they are known as Harbingers of Destruction, as that is their gift to the galaxy.''
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| '''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.
| | D 1 |
| ===HARBINGER OF ETERNITY===
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| ''Knowledge of the future is a hard thing to come by, while other races must harbour dangerous psychic beings in order to gain this most sought after knowledge, the Crypteks known as Chronomancers have mastered quantum computation to a degree that allows them to predict and even alter the strings of fate.''
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| '''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.
| | 0: Each time the bearer fights, it makes 3D3 additional attacks with Anzion’s Pseudogenetor. |
| ===HARBINGER OF THE STORM===
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| ''Ethermancers have a keen understanding of the behaviour of weather phenomena, both arcane and mundane, this knowledge is always convenient for a Necron Warlord. But the true extent of their knowledge and power is revealed when they predict enemy reinforcements long before their arrival by reading the winds of the battlefield.''
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| '''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.
| | 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. |
| ===HARBINGER OF TRANSMOGRIFICATION===
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| ''Adepts of geomancy and masters of the science of alchemy, Harbingers of Transmogrification can adapt the layout of the battlefield to quickly raise defensive positions and to reinforce existing battlelines.''
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| '''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. | | '''EXEMPLAR’S ETERNITY''' |
| ===HONOUR PROTOCOLS DISENGAGED===
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| ''The use of Deathmarks is a highly frowned upon protocol, most dynasties get around the tabboo of using Deathmarks in battle by categorising military conflicts as extermination campaigns rather than wars proper. The Sarnekh dynasty is one of a select few dynasties that disregard the ancient honour protocols entirely and make full use of these expert assasins.''
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| '''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 and the models in the unit can re-roll all failed wound roll against '''CHARACTERS''' more than 12" away.
| | SKITARII MARSHAL model only. |
| ===JUDICIAL PROTOCOLS===
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| ''When the Silent King first witnessed the Great Devourer he knew that absolving his controls of the dynasties was a mistake. The Judicator Battalions have this most important task of maintaining peace among the dynasties. By only working for dynasties that avoid conflict with other dynasties the Silent King has subtly incentiviced the dynasties to work together to defeat this new foe.''
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| '''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. If the unit has the '''TYRANIDS''' keyword friendly '''TRIARCH PRAETORIAN''' units can instead re-roll all failed wound rolls against that unit.
| | 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. |
| ===ENTROPIC TOUCH===
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| ''Canoptek constructs are able to break down both organic and inorganic matter into raw energy. This energy can be expended to force the Canoptek constructs into a feeding frenzy, rapidly tearing apart anything in their vicinity.
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| '''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.
| | 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. |
| ===NODAL GRID===
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| ''While the nature of the immaterium is anathema to the cold logic of the Necrons, the Necrons hold control over a vast number of other dimensions, foreign to even the Eldar. By using their mastery over space and time and the vast mass of their largest vehicles, the Necrons can create stable null veils that protect Necrons hidden behind this nodal grid.
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| '''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 gain 3 Command Points. | | '''PATER COG-TOOTH''' |
| ===OUR NAME IS DEATH===
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| ''The Eldar have a name for the Necrons, it is Yngir demi-god giants. The Eldar have spent eternity watching for the return of their most feared and hated enemy. Now whispers of their name echo through empty halls and the Necrons laugh at their once great enemy now withered away into nothingness by the onslaught of time.''
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| '''2 CP:''' Use this Stratagem just before a '''NECRON''' unit attacks in the Shooting phase. Each time you make a Wound roll of 6+ for any Gauss weapons that unit is firing, the target suffers one Mortal Wound in addition to the normal damage.
| | Model equipped with an Omnissian axe only. Change the Damage characteristic of the bearer's Omnissian axe to 3. |
| ===OUR NUMBER IS LEGION===
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| ''Necrons do not die when their shells are destroyed, they lay in wait while their bodies repair themselves. Should their forms be so badly damaged that self-repair mechanisms prove too little to sustain them, each Necron is armed with a teleportation mechanism to a Tomb World to allow for more extensive repairs. As such, any victory against the Necrons is hollow, the advance of the Necrons is as certain as death. | |
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| '''1 CP:''' Use this Stratagem immediately before a '''NECRON''' 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.
| | 0: The bearer has the Objective Secured ability. |
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| ===PHAERON===
| | 1 (Aura): Enemy units within 1" of the bearer lose the Objective Secured ability. |
| ''Wicked rulers of once great dynasties, the Phaerons of today are but a fickle afterimage of the true power of the ancient star kings of the Necrontyr. While the modern Phaerons lack the power to shake space as they did in ancient times, the name holds meaning, it is less so a statement of power as it was in ancient times, it is a statement of intent, the subjugation of all living beings.''
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| '''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. | | '''PHOSPHOENIX''' |
| ===PITILESS PLANETKILLER===
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| ''Unleashing weapons of mass-destruction is the key tactic of the Mephrit. Flinging asteroids into population centers, using arcane technologies to rad-fry entire worlds. The Mephrit dynasty holds untold ways to kill their enemies, but in the late Phaeron's quest to secure his throne he rid himself of many of the Crypteks that knew how to properly use these devices.''
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| '''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'''.
| | Model equipped with a phosphor serpenta only. Change the Damage characteristic of the bearer's phosphor serpenta to 2. |
| ===RARE-EARTH PARTICLES===
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| ''Particle weapons make use of anti-matter technology, anti-matter collides with regular matter causing horrendous explosions. The Thokt have developed a way to further weaponize the exotic particles that develop in the Hyrakii Deeps.''
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| '''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.
| | 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. |
| ===RELICS OF THE DYNASTY===
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| ''Each Necron relic is an artefact of untold millenia, all dating far before the rise of man, they are seldomly used en masse, but when a dynasty is threatened it may reveal an untold amount of artefacts of arcane technology.''
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| '''1 CP/2 CP:''' Use this Stratagem before the battle. Your army can have one extra Dynasty Relic. All of the Dynasty Relics that you include must be different and be given to different '''NECRON CHARACTERS'''. This Stratagem costs 1 CP the first time it is used and 2 CP every time after the first.
| | 1: Change the Type and AP characteristics of the bearer's phosphor serpenta to Assault 6 and -3 respectively. |
| ===CANNIBALISE===
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| ''Nihilakh vehicles are often equipped with microscopic cannibal scarabs, adapt at quickly processing metals and reforming it into living metal to be used for the vehicle's repairs.''
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| '''1 CP:''' Use this Stratagem when an enemy vehicle is destroyed. All friendly '''NIHILAKH''' models with the Living Metal ability within 3" regain a single wound lost earlier in the battle, or D3 if the destroyed model was '''TITANIC'''. | | '''RAIMENT OF THE TECHNOMARTYR''' |
| ===SWEEPING BURST===
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| ''Some Doom Scythes are equipped with specialized focussing crystals allowing them to transform their focussed blast into a shearing ray of pure energy.''
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| '''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.
| | 0 (Aura): <FORGE WORLD> KATAPHRON SERVITORS and <FORGE WORLD> SERVITORS units within 1" of the bearer add 1 to their Toughness characteristic. |
| ===TOMB NEXUS===
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| ''The true might of a Necron army is rarely visible upon facing them, each Monolith and Night Scythe able to quickly bring a vast amount of Necron forces to bear. Every roving pack of Night Scythes scouting enemy forces could suddenly be backed by a massive amount of Necron Warriors or any amount of other more specialized and elite warriors. Even with a minimal amount of Warriors Necrons can rapidly extend their influence over an entire planet through their mastery of teleportation technologies.''
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| '''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.
| | 1: Increase the bearer's Wounds characteristic by 2. |
| ===QUANTUM DEFLECTION===
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| ''The vehicles of the Necrons are precious things and are not sacrificed as easily as the lesser warriors of a dynasty. To ensure the survival of a key possession a Necron Nemesor may siphon the power of several of the vehicles under his control to make that key possession truly unbreakable.'' | |
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| '''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. | | '''SONIC REAPER''' |
| ===WAILING CACAPHONY===
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| ''Necron flyers emmit a unique high-pitched whine when they fly low to the ground, most living beings have an innate fear of certain frequencies and this particular sound was engineered to emmitate the cries of an endless amount of prehistoric flying predators. When several vehicles work in unison to release a barrage of these predatory screams upon their enemies it can drive anyone to madness.''
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| '''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.
| | Model equipped with a transonic cannon only. Change the Range characteristic of the bearer's transonic cannon to 18". |
| ===WAVE OF DEATH===
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| ''Once the march of the Sautkeh dynasty toward their objective has begun nothing can stop it. A barrage of gauss, particle and tesla fire annihilates the enemy's weakest foes as the nobility and their bodyguards engage the enemy's most hardened warriors and cut them into pieces.''
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| '''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.
| | 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. |
| ===WITH THE FORCE OF THREE SUNS===
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| ''The bodies of the Nephrek hold sunforce accentuators which can turn the energy of any nearby stars into a fuel source for single overwhelming strike.''
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| '''2 CP:''' Use this Stratagem before attacking with a '''NEPHREK''' unit in the Fight phase, if the unit is a '''NEPHREK CHARACTER''' the unit only makes one attack, but it triples its Strength and Damage, an Overlord with a warscythe would become S 17 (5x3+2) D 6 (2x3) for example. If the unit is not a Character it adds +2 to its Strength and Damage until the end of the Fight phase.
| | 1: Change the Type characteristic of the bearer's transonic cannon to Pistol 2D6. |
| ===WE'LL BE BACK===
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| ''Whole worlds quake when the Necrons march to war. Their forms are indestructible and their firepower absolute. Their cunning and intellect is unequaled. Yet it is the will of Necrontyr nobility that is the most dangerous aspect of a Necron army. The success of the mission is paramount and the death of their warriors an inconvenience in a plan that spans eons and solar systems.''
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| '''1 CP:''' Use this Stratagem at the end of your Movement phase by selecting a unit on the Tomb World you can immediately place that unit anywhere within 6" of a friendly model armed with a resurrection orb and more than 9" away from enemy models. Alternatively this Stratagem can be used after a friendly '''NECRON INFANTRY''' unit is destroyed, add a copy of that unit to your army (using Reinforcement Points if you are playing a matched play game) immediately place this new unit anywhere within 6" of a friendly armed with a resurrection orb and more than 9" away from enemy models. | | '''TEMPORCOPIA''' |
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| ==WARLORD TRAITS==
| | 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. |
| 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.
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| ===1. ENDURING WILL===
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| ''This Warlord is possessed of the iron resolve that has allowed the Necron race to cheat death and endure eternity. No mere mortal weapon, no matter its strength will prevent him from achieving his goals.''
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| Roll a D6 each time your Warlord takes a wound if the roll is less than the damage characteristic the damage is ignored.
| | 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. ETERNAL MADNESS===
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| ''This Warlord's sanity suffered more than most during the Great Sleep, but for all his ravings and strange commands, his every action is driven by a zealous conviction.''
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| 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.
| | '''THE ADAMANTINE ARM''' |
| ===3. IMMORTAL HUBRIS===
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| ''To this Necron noble, the lesser races of the galaxy are little better than crawling vermin, and he knows nothing but amused contempt for even the most fearsome of foes.'' | |
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| Friendly '''<DYNASTY>''' units within 12" of your Warlord automatically pass Morale tests.
| | Once per battle, the bearer can re-roll a hit roll, wound roll or saving throw. |
| ===4. HYPERLOGICAL STRATEGIST===
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| ''This Warlord can apply a filter of infallible logic to develop unbeatable strategies.''
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| Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 6+ that CP is immediately refunded. Add +1 to attempts to seize the initiative, unless the enemy Warlord is an '''ORK'''.
| | 0: The bearer has a 4+ invulnerable save. |
| ===5. IMPLACABLE CONQUEROR===
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| ''This Warlord is a merciless foe, a conqueror of worlds who strides at the head of his legions and sweeps away all who stand before him.''
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| Friendly '''<DYNASTY>''' units within 6” of your Warlord can move an additional D3” when they consolidate.
| | 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. |
| ===6. MECHANICAL SUPERIORITY===
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| ''This Warlord's robotic excoskeleton has been improved beyond even the regular limits of Necron nobility.''
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| Add 1 to the Strength characteristic of your Warlord
| | '''THE CAGE OF VARADIMAS''' |
| ===DYNASTY WARLORD TRAITS===
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| 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.
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| ===NAMED CHARACTERS AND WARLORD TRAITS===
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| 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.
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| ===SARNEKH===
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| ''Much of the new nobility of Sarnekh hold nought but contempt for the codes of honour that guide the happenings among noble courts in other dynasties.''
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| '''No Strings To Hold Me Back:''' Friendly units within 6" of your Warlord may Advance the turn they Fall Back and count their Rapid Fire and Heavy weapons as Assault weapons when Advancing.
| | Add 1 to the Attacks characteristic of the bearer. |
| ===SAUTEKH===
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| ''The Sautekh are more bound by honour than any other, not only because of Imotekh's wish to see himself the Phaeron supreme, ruler of all the galaxy, which neccisitates the protocols of old be followed lest any may truefully negate Imotekh's rightful rule. The other reason for their binding to tradition is that once their enemies know they can be defeaten, the fear that Imotekh and his nobility have built over the last few millinia will be lost.''
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| '''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 CP. If your Warlord falls back from within 1” of an enemy '''CHARACTER''' your opponent gains 1 CP.
| | 0: Subtract 1 from hit rolls for Melee attacks made against the bearer. |
| ===MAYNARKH===
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| ''The Maynarkh dynasty is the sole dynasty to have succesfully fully annihilated a C'tan, rather than simply shattering it into pieces. On the day the Flayer was rendered out of existice, as was a part of the universe and a curse was put upon the Necrons and the Maynarkh in particular.''
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| '''Curse of the Flayer:''' Your Warlord gains a single flayer counter each time a unit is destroyed within 6". Subtract 1 from the Leadership characteristic of friendly units other than '''FLAYED ONES''' within 6" of your Warlord for each Flayer Counter your Warlord has. Add 1 to the Attacks characteristic of your Warlord for each flayer counter your Warlord has.
| | 1: Add 1 to hit rolls made for the Melee attacks of the bearer. |
| ===MEPHRIT===
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| ''The nobility of Mephrit have no time for playing with their enemies and things such as single combat is never engaged for show or enjoyment. The Mephrit are with combat, as all things. Effecient''
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| '''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. | | '''THE CEREBRAL TECHNO-MITRE''' |
| ===NEPHREK===
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| ''The Nephrek are masters of crafting the toughest armour and the most powerful bodies among any Necron dynasty, but it is precious few that are gifted with Sempiternal Weaves, a thousand layers of armour, between each a tiny forcefield, making the hides of these most gifted Warlords, truly unbreakable.''
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| '''Sempiternal Weave:''' Add +1 to the model's Sv characteristic.
| | 0: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> units within 6" of the bearer. |
| ===NOVOKH===
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| ''Novokh Warlords regularly partake in orgies of violence, sending off their Lychguard bodyguards so they may savour the feeling of shedding the blood of entire regiments of Guardsmen all by themselves.''
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| '''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.
| | 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. |
| ===NIHILAKH===
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| ''The Nihilakh never engage an enemy without good reason, reasons however can always be found, whether the sword of a long dead hero, hidden deep beneath the catacombs of an Imperial temple or the ancient map of hidden treasure locked within a spacehulk. These treasures and an impossible amount more are all waiting to be collected.''
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| '''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. | | '''THE EYE OF XI-LEXUM''' |
| ===THOKT===
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| ''Those within the Thokt dynasty may dorn the Mantle of Doom, this mantle may not be taken lightly for when it is used the necrodermis of the holder is reformed to house the essence of a shattered shard of Aza'gorod the Nightbringer.''
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|
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| '''Mantle of Doom:''' If the C'tan Shard of the Nightbringer under your control has been destroyed previously during this game; you may place the C'tan Shard of the Nightbringer anywhere within 6" of this model more than 1" from enemy models, then remove this model as a casualty. You do not pay reinforcement points for the C'tan Shard of the Nightbringer.
| | At the start of your Shooting phase, select one enemy unit within 18" of the bearer. |
| ==DYNASTY RELICS==
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| If your army is led by a Necrons 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.
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| 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.
| | 0: The selected unit loses the benefit of light cover until the end of the phase. |
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| ===ABYSSAL STAFF===
| | 1: The selected unit loses the benefit of dense cover until the end of the phase. |
| ''The Crypteks of Sautekh are particular masters in the Necron field of study Psychomancy, the study of the fragile minds of mortals and how best to break them. The Abyssal Staff unleashes waves of darkness, those that it touches lose their sanity and if they survive the horror inflicted unto them it is to find themselves having clawed their faces raw in desperation or having killed their comrades in a manic attack.''
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| '''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. | | '''THE OMNISCIENT MASK''' |
| ===BLOODSCYTHE===
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| ''The Bloodscythe interacts with the haemoglobin molecules found in blood and causes a chain reaction that freezes the blood of the target, the target will find themselves unable to move as their blood freezes over, a sculpture of agony amidst a sea of frozen blood. Unable to move, witnessing only the Bloodscythe's wielder's continued rampage through their comrades before the chain reaction reaches their brain and their brains stop to function as the blood in their brains crystallise, expand and break the skull showering the battlefield in red snow.''
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| '''NOVOKH''' model armed with Warscythe only. The Bloodscythe replaces the model's Warscythe.
| | 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. |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left" | |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
| !
| |
| |-
| |
| | Melee
| |
| | Melee
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| | +2
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| | -4
| |
| | 1
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| | The bearer wounds on a 2+ in the Fight phase, unless they are targeting a '''VEHICLE'''. Make 2 hit rolls for each attack made with this weapon instead of 1.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
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| ===GAUNTLET OF THE CONFLAGRATOR===
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| ''Crafted by the Cryptek Harri'apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a balzing split-second cloud of unstoppable fury.''
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| '''NEPHREK''' model only. Once per game the Gauntlet of the Conflagrator can be used as a shooting attack with the following profile:
| | 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. |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
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|
| |
|
| !
| | '''THE OMNISSIAH’S HAND''' |
| |-
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| | 8"
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| | Assault D6
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| | 7
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| | -3
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| | 2
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| | This weapon automatically hits its target.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===GAZE OF FLAME===
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| ''The Gaze of Flame is an ocular device that replaces the regular vision of the bearer, the bearer no longer sees things in colour but only in terms of hot and cold. Necrons highly value tradition and protocol, the breaking of ancient protocols can not only lead to being shunned by the court of a Phaeron but more often than not leads to death. This archaic device will set fire to any warm-blooded creature and undeserving coward that dares enter the gaze of true nobility.'' | |
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| Enemy units cannot fire Overwatch at the bearer.
| | 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. |
| ===HARP OF DISSONANCE===
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| ''Humanity once gave up the research of alchemy, leaving it for the pursuit of the more mundane sciences, branding the practitioners either charlatans or insane. But the line between insanity brilliance is thin and the Necrons have long discovered the truth of alchemy, turning one substance into another. By playing a single booming note on the electrum strings of the Harp of Dissonance the wielder may shake the sub-atomic particles of a vehicle and thereby turn the unbreakable adamantite hide of a Land Raider brittle as glass.''
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| At the start of each of your Shooting phases you may nominate an enemy '''VEHICLE''' the model with the Harp of Dissonance can see. The nominated model's Toughness characteristic is reduced by 1 until the end of the Shooting phase.
| | 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. |
| ===HEART OF DARKNESS===
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| ''The Heart of Darkness is an advanced self-repair system, when the wielder is slain the living metal condenses an impossible amount into a single speck of matter only to explode in a flash of sickly green light and reveal the regenerated form of the wielder. This technology however does not come without a cost, for it can only be recharged with the souls of sentient beings, ten thousand sentient souls must be sacrificed to use this arcane device, but to the Necrons this is no real cost at all.''
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| Before the model equipped with the Heart of Darkness is removed from the table, place a coin or other marker directly beneath where the model was destroyed. At the start of your next turn the model is returned to play within 3" of the middle of the marker and more than 1" away from enemy models. No reserve points is payed for using this Relic. If the model cannot be placed for any reason this Relic has no effect.
| | '''THE PURGATION’S PURITY''' |
| ===MINDSHACKLE SCARABS===
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| ''Most every Dynasty makes use of Mindshackle Scarabs, nano-scarabs that burrow into the brains of their target and alter the brain chemistry of their target, forcing them to obey the subtle commands sent by the Dynasty's leaders. Whole planetary systems are lead to collapse as the Planetary governor suddenly finds himself obsessed with art, demanding that all planets be beautified and all production stopped in favour of more base pleasures, leaving the systems ripe for the taking. Yet only the Sarnekh are dishonourable enough to use such technology in battle, where it's effects are blatant and as such much easier to notice and resist.'' | |
|
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| '''SARNEKH''' model only. 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 cannot attack normally, instead it 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.
| | Model equipped with a radium serpenta only. Change the Type of the bearer's radium serpenta to Assault 3. |
| ===THE HEAVENLY WRATH===
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| ''The Maynarkh cut a bloody swathe through their enemies, utterly heartless and without even the restraint they had before the great sleep. The Heavenly Wrath is a tuning crystal that allows the wielder to tune themselves into a Necron vehicle and overtake its controls, unleashing the heavenly fire of the Necrons vehicles, focussed by the intense hatred Maynarkh nobility hold for all living things. Nothing can hide before the Maynarkh, only by storming forth can you hope to have a quick death, rather than slowly having your squadmates packed off by the roving packs of Flayed Ones that permeate the battlefields on which the Maynarkh do battle.''
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|
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| '''MAYNARKH''' model only. The bearer may choose a friendly '''VEHICLE''' at the start of each of your Shooting phases. Until the end of the phase enemy units do not benefit from Cover against shooting attacks made by the chosen model.
| | 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). |
| ===TESSERACT LABYRINTH===
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| ''Tesseract Labyrinths are arcane and insanely expensive pieces of technology, usually reserved for capturing the essence of a C'tan and forcing it into battle, the Nihilakh's policy of non-aggression and their seldom employment of their C'tan Shards has meant they have an abundance of these arcane devices. However, Trazyn the Infinite has put them to good use, he commands his lessers to go out and capture their most impressive enemies inside these stasis-locks so they may be displayed in Trazyn's vast stasis collection.''
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| '''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 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 eligible.
| | 1: Attacks made with the bearer's radium serpenta automatically wound. |
| ===THE GOD SHACKLE===
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| ''The Phaeron of the Mephrit was a nervous individual, ever afraid of everyone's betrayal, that very fear lead to him being a weak and unassertive leader of his dynasty, causing his assasination attempts to be manyfold and the replacement within his court came more often than among any other. When he entered his slumber it was beneath a mountain of traps that should have stopped any trespassers before he was ready to raise from his slumber, alas he was murdered in his sleep long before the awakening of the Necrons. The Phaeron's neuroticism did produce one thing though, a powerful artefact that ensured that the C'tan Shards under his control were unable to rebel... As long as the Crypteks in his court remained loyal.''
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| '''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 RED AXE''' |
| ===THE NIGHTMARE SHROUD===
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| ''This heavy cloak of quantum-folded living-metal scales was forged by Ut-hekneth the unsleeping during his million-year madness. Ut-hekneth had a warped view of the galaxy, making him untold enemies in his own court and among others, the cloak allowed him to share the wealth of his memories that had so warped him. Necrons can withstand the impact of such visions, most mortals however, falter when they see the untold horrors which the Uk-hekneth witnessed and commited.''
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|
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| 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 -2 penalty to its Ld until the end of the turn.
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| ===THE ORB OF ETERNITY===
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| ''The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indegenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a battalion of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy of such incredible power.''
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| Model with Resurrection Orb only. When the model's resurrection orb is activated the affected unit adds +2 to its resurrection protocol rolls for that roll. | | Model equipped with an Omnissian axe only. Change the AP characteristic of the bearer's Omnissian axe to -5. |
| ===THE SOLAR STAFF===
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| ''The Solar Staff burns with the light of truth and honour, and when its powers are unleashed they are a bane to all shadows. Set loose, the staff's energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their deceptions are laid bare.''
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| Model with Staff of Light only. Choose an enemy unit within 12" at the start of each of your Shooting phases, friendly units ignore negative Hit modifiers when Shooting at that unit until the end of the Shooting phase. Note that the penalty for Shooting an Assault weapon after Advancing is also ignored.
| | 0: Change the Strength characteristic of the bearer's Omnissian axe to 10. |
| ===THE VEIL OF DARKNESS===
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| ''This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near him, enfolding them in a swirling darkness. As the darkness fades, the user and his comrades appear on the battlefield, transported through a miracle of arcane science.''
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| During deployment, you can set up the bearer and one other friendly non-vehicle 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 12” from any enemy models. The other unit has to be set up entirely within 3” of the bearer.
| | 1 (Aura): Add 1 to the Strength characteristic of friendly <FORGE WORLD> units within 6" of the bearer. |
| ===VOIDREAPER===
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| ''Legend has it that on the day Aza'gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Thokt Dynasty's Crownworld. Its blade is a sliver of the void; when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.''
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| '''THOKT''' model with Warscythe only. Voidreaper replaces the model's Warscythe. | | '''THE SKULL OF ELDER NIKOLA''' |
|
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| ::{| border="1" cellspacing="0" cellpadding="5" align="left" | | 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. |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
| !
| |
| |-
| |
| | Melee
| |
| | Melee
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| | +2
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| | -4
| |
| | D6
| |
| | This weapon automatically hits its target.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
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| ==POWERS OF THE C'TAN==
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| 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.
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| ===1. ANTIMATTER METEOR===
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| ''The C'tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.''
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| Roll a D6; on a 2+ the closest visible enemy unit within 24” of the '''C'TAN SHARD''' suffers D3 mortal wounds.
| | 1: Inflict D6-2 mortal wounds to each enemy VEHICLE unit within 12" of the bearer and revert back to 0. |
| ===2. TIME'S ARROW===
| |
| ''Mutating the flow of causality and remoulding the temporal stream, the C'tan erases its foe's very existince from space and time.''
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| Pick a visible enemy unit within 24” of the C'tan Shard and roll a D6. If the result is higher than the highest Wounds characteristic in the unit, one model of your opponent's choice from that unit is slain.
| | '''THE SOLAR FLARE''' |
| ===3. SEISMIC ASSAULT===
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| ''Stone fractures and ores flash burn into silvered steam as the C'tan Shard drags up tides of magma from deep below.'' | |
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| 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.
| | 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. |
| ===4. COSMIC FIRE===
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| ''A the C'tan Shard's gestured command, a pillar of black fire streaks down from the heavens.''
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| Roll a D6; on a 2+ the closest visible enemy unit within 8” of the '''C'TAN SHARD''' suffers D6 mortal wounds.
| | 1: Enemy units may not fire Overwatch against the bearer. |
| ===5. SKY OF FALLING STARS===
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| ''Savagely beatiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.''
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| Pick a point within 24”; each enemy unit within 3” suffers a single mortal wound on a D6 roll of 5+.
| | '''THE UNCREATOR GAUNTLET''' |
| ===6. TRANSDIMENSIONAL THUNDERBOLT===
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| ''The C'tan Shard projects a crackling bolt of energy from its outstretched palm, blasting tis foe into oblivion.'' | |
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| 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.
| | Model equipped with a power fist only. Add 2 to hit rolls made using the bearer's power fist. |
|
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| =SPACE MARINES=
| | 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. |
| ==CHAPTER TACTICS==
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| '''Each Chapter has developed its own specialised combat philosophy, suited to the unique skills of its battle-brothers.'''
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| 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.
| | 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. |
|
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| 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.
| | '''WEAPON XCIX''' |
|
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| Note that due to their lobotomised nature, '''SERVITOR''' units are an exception and never gain a Chapter Tactic.
| | Model equipped with a volkite blaster only. |
|
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| ===BLACK TEMPLARS===
| | 0: Change the Strength characteristic of the bearer's volkite blaster to 9. |
| '''Righteous Zeal:''' You can re-roll failed charge rolls for Black Templars units with this tactic.
| |
| ===IMPERIAL FISTS===
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| '''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.
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| ===IRON HANDS===
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| '''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.
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| ===RAVEN GUARD===
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| '''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
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| ===SALAMANDERS===
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| '''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.
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| ===SPACE WOLVES===
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| '''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.
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| ===ULTRAMARINES===
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| '''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.
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|
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|
| ==STRATAGEMS==
| | 1: Change the AP characteristic of the bearer's volkite blaster to -9. |
| ===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.
| |
| ===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.
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| ===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.
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|
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|
| ===IMPERIAL FISTS=== | | ===Astra Militarum=== |
| '''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.
| | Inspire. |
| ===IRON HANDS=== | | ===Chaos Daemons=== |
| '''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).
| | 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. |
| ===RAVEN GUARD===
| |
| '''SILENT STALKER:''' Enemy units cannot fire overwatch at your Warlord.
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| ===SALAMANDERS===
| |
| '''ANVIL OF STRENGTH:''' Add 1 to the Strength characteristic of your Warlord.
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| ===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.
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| ===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.
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|
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|
| 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.
| | Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth |
|
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|
| ===FIST OF VENGEANCE===
| | BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground) |
| '''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
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|
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|
| The Fist of Vengeance Melee Melee x2 -3 3
| | MANY-ARMED MONSTROSITY |
| ===HELM OF DURFAST===
| |
| '''SPACE WOLVES''' The wearer can fire Overwatch at full Ballistic Skill instead of 6+ and never suffers penalties to their Hit rolls. In addition, enemy models do not benefit from being in cover against shooting attacks made by the wearer.
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|
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|
| ===MANTLE OF THE STORMSEER===
| | Nurgle powers range 7" |
| '''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.
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|
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|
| ===TEETH OF TERRA===
| | Slaanesh powers desecrate. |
| 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
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|
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|
| Teeth of Terra Melee Melee +1 -2 2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.
| | Horror tropes: |
| ===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:
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| WEAPON RANGE TYPE S AP D
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|
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| The Burning Blade Melee Melee +2 -5 1
| | DO NOT GO |
| ===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:
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| 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
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|
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| Primarch’s Wrath 24" Rapid Fire 2 5 -1 2
| |
| ===TOME OF MALCADOR===
| |
| '''PSYKER''' only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline (pg 202).
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| ==LIBRARIUS DISCIPLINE==
| |
| 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.
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|
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|
| =ORKS=
| | KEEP YOUR EYES CLOSED |
| '''In this section you'll find rules for Battle-forged armies that include Ork Detachments - that is any Detachment which only includes units with the '''ORK''' keyword. These rules includes the Klan Attributes listed below and a series of Stratagems. This section also includes unique Warlord Traits, Psychic Powers and Relics. Together, these rules will reflect the character and fighting style of the Klans in your games of Warhammer 40,000.'''
| |
| ==KLAN ATTRIBUTES==
| |
| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Klan Attribute, detailed opposite, so long as every other unit in their Detachment is from the same klan. If you have chosen a klan that does not feature on this list, you can choose the attribute that best suits the fighting style and battlefield strategies (or lack thereof) of the Orks that hail from it.
| |
| ===BAD MOONS===
| |
| '''Armed to da Teef:''' '''BAD MOONS''' units with this attribute can re-roll Hit rolls of 1 in the Shooting phase if they did not move in the Movement phase.
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| ===BLOOD AXES===
| |
| '''Stelfy n' Kunnin':''' Models with this klan attribute do not subtract from their movement when charging through any kind of terrain and enemies do not get a bonus to their save for being in cover when being shot at by models with this attribute. In addition, add an additional +1 to the Sv characteristic of '''BLOOD AXES''' models with this attribute for being in cover.
| |
| ===DEATHSKULLS===
| |
| '''Blue WAAAGH! Paint:''' Units with this klan attribute gain a 6+ invulnerable save while within 3" of an objective. In games with fewer than 6 objectives they instead gain a 6+ invulnerable save in the first game round.
| |
| ===EVIL SUNZ===
| |
| '''Fasta is Betta!:''' Models with this special rule automatically pass morale tests while within 6" of a friendly '''EVIL SUNZ VEHICLE'''.
| |
| ===GOFFS===
| |
| '''Fight, Fight, Fight!:''' Roll a dice each time a '''GOFFS''' model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound. If the model already has any similar rule it instead adds +1 to its rolls for all those rules.
| |
| ===SNAKEBITES===
| |
| '''Old Ways is Bestest:''' Models with this attribute subtract 1 from their Saving throws. However, they add +1 to their Toughness.
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|
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|
| ==STRATAGEMS==
| |
| '''If your army is Battle-forged and includes any Ork Detachments you have access to the Stratagems listed here, meaning you can spend Command Points to activate them. These help to reflect the unique kunnin’ and brutality of the Orks on the battlefield.'''
| |
| ===ANUVA’ WAVE===
| |
| '''1 CP:''' Use this Stratagem at the end of your Movement phase. Add a unit of Boyz with a '''<KLAN>''' of your choice to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models. In addition, if the Boyz are '''EVIL SUNZ''' you may also add an '''EVIL SUNZ TRUKK''' but if you do the Boyz must start inside the Trukk and cannot disembark until the end of this turn.
| |
| ===BLITZ===
| |
| '''3 CP:''' Use this Stratagem after moving a friendly '''TRANSPORT''' all units inside may immediately disembark, they may not move further this turn.
| |
| ===BONK===
| |
| '''1 CP:''' Use this Stratagem when a friendly unit destroys an '''ORK''' '''BIKE''', '''INFANTRY''' or '''JETBIKE''' unit. Gain D3 CP.
| |
| ===CLUBBER===
| |
| '''1 CP:''' Use this Stratagem before attacking with a model armed with a choppa, big choppa or Da Biggest Choppa, each succesful Wound roll causes a single Mortal Wound instead of the normal damage.
| |
| ===CRUSH===
| |
| '''1 CP:''' Use this Stratagem before attacking with a unit armed with powerklaws. All attacks made with powerklaws by that unit this Fight phase cause 3 wounds instead of D3.
| |
| ===DA GOOD LOOT===
| |
| '''1/3 CP:''' Use this Stratagem before the battle. Your army can have one extra Relics o' da Klans for 1 CP, or two extra for 3 CPs. All of the Relics o' da Klans must be different and be given to different '''ORK CHARACTERS'''. You can only use this Stratagem once per battle.
| |
| ===DAKKA DAKKA DAKKA!===
| |
| '''1 CP:''' Use this Stratagem when shooting with an '''ORK''' unit in the Shooting phase, that unit ignores any to Hit penalties until the end of the phase.
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| ===DIS OUGHTA STING===
| |
| '''1 CP:''' Use this Stratagem when a '''SNAKEBITES''' unit attacks in the Fight phase, until the end of the Fight phase that unit always wounds on a 4+ unless the target is a '''VEHICLE''' or the unit would wound on a 2+ or a 3+.
| |
| ===DREAD MOB===
| |
| '''1 CP:''' Use this Stratagem at the start of your Movement phase by choosing a friendly '''MEK'''. Friendly '''WALKERS''' within 6" of the chosen model can Charge this turn even if they also Advanced this turn.
| |
| ==='EAVY ARMOUR===
| |
| '''3 CP:''' Use this Stratagem during deployment change the Sv characteristic of a friendly unit of Boyz or Nobz to 4+.
| |
| ==='ERE WE GO!===
| |
| '''1 CP:''' Use this Stratagem after failing a charge with an '''ORK''' unit, the unit can move the distance rolled for the charge range, but cannot move within 1" of enemy models.
| |
| ===FORTUNE FAVOURS DA BLUE===
| |
| '''1 CP:''' Use this Stratagem after your opponent has rolled a dice that has not already been re-rolled whilst you control any '''DEATHSKULLS''' units, force your opponent to re-roll that dice.
| |
| ===GHAZGHKULL'S BULLYBOYZ===
| |
| '''1 CP:''' Use this Stratagem during deployment by choosing three units of '''GOFFS MEGANOBZ''' the three units form a single unit. The unit is immune to the effects of Morale. For the purpose of mission objectives and tactical objectives the unit counts as 3 units if it is entirely destroyed.
| |
| ===GROW TO DA CHALLENGE===
| |
| '''3 CP:''' Use this Stratagem after your '''WARLORD''' is destroyed, choose a Boss Nob that replace that model with a Warboss with the same Wargear as the Boss Nob. Any damage the Boss Nob sustained carries over to the Warboss.
| |
| ===LOADED WIV' TEEF===
| |
| '''1 CP:''' Use this Stratagem at the end of a Fight phase in which a '''BAD MOONS CHARACTER''' lost a wound and survived, you gain D3 CP.
| |
| ===MADBOYZ===
| |
| '''1 CP:''' Use this Stratagem at the start of the game before deployment. Choose a friendly unit of '''BOYZ''' and roll a D6 regardless of the result of the roll the unit is unaffected by Aura abilities. On a roll of 1-2 the unit automatically passes Morale tests, on a roll of 3-4 the unit can re-roll failed Hit rolls in the Shooting phase, on a roll of 5-6 the unit can re-roll failed Charge rolls.
| |
| ===NOT ENOUGH DAKKA===
| |
| '''3 CP:''' Use this Stratagem when an '''ORK''' unit attacks in the Shooting phase, that unit can re-roll failed Hit rolls until the end of the phase.
| |
| ===PAYPA? SISSAS? ROK!===
| |
| '''3 CP:''' This Stratagem can be used once per battle, in the Shooting phase, if you have an '''ORK''' 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 2D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+, the unit being rolled for suffers D3 mortal wounds.
| |
| ===RAM EM'===
| |
| '''1 CP:''' Use this Stratagem after charging an enemy '''VEHICLE''' or '''MONSTER''' with an '''ORK VEHICLE''' roll off and add the models respective Toughness values. The model with the lower result suffers D6 mortal wounds, the model with the higher result suffers D3 mortal wounds. If the result is a tie both models suffer D6 mortal wounds.
| |
| ===BIG RED BUTTON===
| |
| '''1 CP:''' Use this Stratagem when an '''ORK VEHICLE''' Advances; add 3D6" to the distance it can move this turn. At the end of the Movement phase the vehicle suffers D3 mortal wounds.
| |
| ===SCRAPYARD UPGRADE===
| |
| '''3 CP:''' Use this Stratagem if your army contains a '''BIG MEK''' when deploying an '''ORK VEHICLE''' that '''VEHICLE''' starts the game with 3 additional Wounds. If the model has a damage profile it uses the top profile until it is lowered to the usual threshold for its next profile.
| |
| ===SMASH===
| |
| '''1 CP:''' Use this Stratagem when an '''ORK''' unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase(it cannot move within 1" of any enemy models).
| |
| ===SNEAKY STABBIN===
| |
| '''3 CP:''' Use this Stratagem at the start of your turn by choosing a '''BLOOD AXE''' unit in cover which does not contain any models with a wounds characteristic above 7. That unit can re-roll Hit rolls and Wound rolls in the Fight phase this turn.
| |
| ===VULCHA SKWAD===
| |
| '''1/2 CP:''' Use this Stratagem when deploying a '''STORMBOYZ''' unit instead of placing it on the table you may place it high in the sky. The unit may arrive at the end of any of your Movement phases anywhere on the table more than 9" from any enemy models. This Stratagem costs 1 CP on the first use and 2 CP for every use after the first.
| |
| ===WAAAGH! DISCHARGE===
| |
| '''3 CP:''' Use this Stratagem instead of attempting to manifest a psychic power with a '''WEIRDBOY'''. Roll a 3D6 and add 1 for every 30 '''ORK''' models within 10". Deal 1 Mortal Wound to the closest visible enemy unit within 18" for each point the roll was above 10.
| |
| ===WATCH THIS! HAHAAA!===
| |
| '''1 CP:''' Use this Stratagem when one of your '''EVIL SUNZ VEHICLES''' with the Explodes! ability is destroyed; do not roll a dice, that vehicle automatically explodes.
| |
| ==ORK WARLORD TRAITS==
| |
| If the Warlord of your army is an '''ORK CHARACTER''', you can either pick their Warlord Trait from the Warlord traits below or roll a dice and consult the table to randomly generate it.
| |
| ===1. PROPHET OF THE WAAAGH===
| |
| The Warlord gains the Waaagh! ability (pg. 12). If the model already has this ability all friendly units within 6" of your Warlord automatically pass Morale tests.
| |
| ===2. BELLOWING TYRANT===
| |
| Roll 3D6 and pick the highest dice when Advancing with the Warlord and friendly units within 6".
| |
| ===3. LIKE A THUNDERBOLT!===
| |
| Add 2 to your Warlord's Move characteristic.
| |
| ===4. BRUTAL BUT KUNNIN’===
| |
| The Warlord can re-roll one failed Hit or Wound roll each turn.
| |
| ===5. KUNNIN’ BUT BRUTAL===
| |
| The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
| |
| ===6. MIGHT IS RIGHT===
| |
| The Warlord receives a +1 to the Strength characteristic on his profile.
| |
| ==KLAN WARLORD TRAITS
| |
| If you wish, you can pick a Warlord Trait from the list below instead of using the Ork Warlord Traits, but only if your Warlord is from the relevant klan.
| |
| ===NAMED CHARACTERS AND WARLORD TRAITS===
| |
| The most notable bosses and oddboys of the Ork klans are exemplars of their Klan's methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Klan. For example, if Ghazghkull Thraka is your Warlord, he would have the '''GOFF''' Da Biggest Bully Warlord Trait.
| |
| ===BAD MOONS===
| |
| '''DA ARSENAL OF ANNILASHUN:''' Your Warlord is armed with all items in any wargear list that are cheaper than the most expensive one they paid for in that wargear list.
| |
| ===BLOOD AXES===
| |
| '''DA BOSS GOTS A PLAN!:''' 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.
| |
| ===DEATHSKULLS===
| |
| '''SHINIES FOR DIS ONE:''' When your Warlord Consolidates it may be toward the closest objective instead of the closest enemy model.
| |
| ===EVIL SUNZ===
| |
| '''DYNAMIC ENTRY!:''' 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.
| |
| ===GOFF===
| |
| '''DA BIGGEST BULLY:''' Add +1 to your Warlord's Wound rolls in the Fight phase against targets your Warlord would usually wound on a 3+ and re-roll Wound rolls of 1 in the Fight phase against targets your Warlord would usually wound on a 2+.
| |
| ===SNAKEBITES===
| |
| '''PRIMAL RAGE:''' If there are at least 10 enemy models within 6" of your Warlord when your Warlord fights in the Fight phase, add D3 to your Warlord's Attacks until the end of the phase.
| |
| ==RELICS O' DA KLANS==
| |
| If your army is led by an '''ORK''' Warlord, then before the battle you may give one of the following items to an '''ORK CHARACTER'''. Named characters such as Ghazghkull Thraka already have one or more artefacts, and cannot be given any of the following items.
| |
|
| |
|
| Note that some weapons replace one of the character's existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay for the cost of the weapon that is being replaced. Write down any Relics O' Da Klans items your characters have on your army roster.
| |
| ===DA BIGGEST CHOPPA===
| |
| '''SNAKEBITE''' model with big choppa only. Replace the model's big choppa with Da Biggest Choppa.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | +4
| |
| | -1
| |
| | 3
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===DA DEAD SHINY SHOOTA===
| |
| Model with shoota only. Replace the model's shoota with Da Dead Shiny Shoota.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 18"
| |
| | Assault 12
| |
| | 4
| |
| | -
| |
| | Each Hit roll of 1 inflicts a single S 4 AP - hit on a friendly unit within 6" of the target chosen by your opponent.
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===DA FINKIN' KAP===
| |
| Roll a D6 each time your opponent spends a CP on a D6 roll of 5+ you gain a CP.
| |
| ===DA FIXER UPPERZ===
| |
| Friendly '''VEHICLES''' within 3" of the bearer can fire using their topmost profile no matter how damaged they are.
| |
| ===DA LUCKY STIKK===
| |
| '''GOFF WARBOSS''' only. '''GOFF''' units within 6" may re-roll any failed Hit rolls in the Fight phase. If you ever re-roll a Hit, Wound roll or a Saving throw for the bearer and fail the second roll the bearer is slain.
| |
| ===DEFF NEEDLA===
| |
| '''BLOOD AXE''' model with shoota only. Replace the model's shoota with Deff Needla.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 18"
| |
| | Assault 4
| |
| | *
| |
| | -
| |
| | The bearer may target enemy '''CHARACTERS''' even if they are not the closest enemy unit. This weapon wounds on a 4+, unless the target is a '''VEHICLE''', in which case it wounds on a 6+.
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===DESTRORKTION BODY===
| |
| '''DEATHSKULLS''' model only. Roll a D6 each time the bearer loses a wound, on a 6 that wound is not lost. You cannot make a Dok's Tools or Biker Dok's Tools roll for this model if you do so. Once per game at the start of your movement you may Ovarcharge the Destrorktion Body; until the end of the turn wounds are not lost on a roll of 4+.
| |
| ===HEADWOPPA'S KILLCHOPPA===
| |
| Model with choppa only. Replace the model's choppa with Headwoppa's Killchoppa.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | +2
| |
| | 0
| |
| | 1
| |
| | Each time the bearer fight, it can make 1 additional attack with this weapon. Change the Damage characteristic to D6 against '''INFANTRY''' and '''MONSTERS'''.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===MUKTA'S MEGA-MULCHA===
| |
| '''BAD MOONS''' model with shoota only. Replace the model's shoota with Mukta's Multi-mulcha.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 36"
| |
| | Assault 6
| |
| | 5
| |
| | 0
| |
| | 1
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===OKROK'S FUNKY MUSHROOMS===
| |
| '''EVIL SUNZ WEIRDBOY''' only. The wearer can re-roll any of the dice used for the wearer's Psychic test when attempting to manifest the ''Da Jump'' power.
| |
| ===WARBOSS GAZBAG'S BLITZBIKE===
| |
| '''BIKE''' model only. Add 6" to the distance the model can Advance. Replace the model's dakkagun with the following:
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! '''Range'''
| |
| ! '''Type'''
| |
| ! '''S'''
| |
| ! '''AP'''
| |
| ! '''D'''
| |
| ! '''ABILITIES'''
| |
| |-
| |
| | 18"
| |
| | Assault 3
| |
| | 5
| |
| | 2
| |
| | 1
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ==POWER OF THE WAAAGH! DISCIPLINE==
| |
| ===1. ’EADBANGER===
| |
| ''’Eadbanger'' has a warp charge value of 6. If manifested, roll a D6 and compare it to the Toughness of the closest visible enemy model within 9" of the psyker. If the result is higher than the model's toughness, it is slain.
| |
| ===2. WARPATH===
| |
| ''Warpath'' has a warp charge value of 7. If manifested, select a friendly '''ORK''' unit within 6" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
| |
| ===3. DA JUMP===
| |
| ''Da Jump'' has a warp charge value of 7. If manifested, select a friendly '''ORK''' unit within 6" of the psyker. Remove this unit from the battlefield, and set it up anywhere on the battlefield more than 9" from any enemy models. This unit counts as having moved for the purposes of any rules (e.g. firing Heavy weapons).
| |
| ===4. FRAZZLE===
| |
| ''Frazzle'' has a warp charge value of 6. If manifested, select a visible enemy unit within 24" change that unit's WS to 5+ and its BS to 4+ until your next psychic phase.
| |
| ===5. KILLBOLT===
| |
| ''Killbolt'' has a warp charge value of 7. If manifested, the nearest enemy unit within 18" of the psyker suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target unit suffers an additional D3 mortal wounds.
| |
| ===6. FOOT OF GORK===
| |
| ''Foot of Gork'' has a warp charge value of 8. If manifested, select a visible enemy unit within 24" that unit suffers a mortal wound then roll a D6, on a roll of 3+ you may choose a new enemy unit within 6" of the current target to suffer a mortal wound, keep repeating until there are no enemy units within 6" of the current target that have not already been targeted or you fail to roll a 3+.
| |
| =SPACE WOLVES=
| |
| =THOUSAND SONS=
| |
| =T’AU EMPIRE=
| |
| '''In this section you'll find rules for Battle-forged armies that include T’au Detachments - that is any Detachment which only includes units with the '''T’AU''' keyword. These rules includes the Sept Tactics listed below and a series of Stratagems. This section also includes unique Warlord Traits, Psychic Powers and Relics. Together, these rules will reflect the character and fighting style of the Septs in your games of Warhammer 40,000.'''
| |
| ==SEPT TACTICS==
| |
| If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Sept Tactic, detailed opposite, so long as every other unit in their Detachment is from the same sept. If you have chosen a sept that does not feature on this list, you can choose the tactic that best suits the fighting style and battlefield strategies of the Tau that hail from it.
| |
|
| |
|
| Note that '''KROOT''', '''VESPID''' and '''DRONES''' have to attachement to the Septs and therefore do not benefit from Sept tactics.
| | DON'T SHAKE HANDS |
| ===D'YANOI SEPT===
| |
| '''Stalwart:''' '''MONSTERS''' may not benefit from this tactic. When an enemy unit moves within 1" of an unengaged '''D'YANOI SEPT''' unit benefitting from this tactic in the Fight phase that unit may immediately fire Overwatch at the enemy unit. '''D'YANOI SEPT''' units benefitting from this tactic do not count casualties suffered during the Shooting and Psychic phases for the purpose of Morale tests.
| |
|
| |
|
| ===FAL'SHIA SEPT===
| |
| '''Problem Solvers:''' '''FAL'SHIA SEPT''' models benefitting from this tactic can fire Overwatch at full ballistic skill unless they are a target of the charge. '''FAL'SHIA SEPT''' models benefitting from this tactic may shoot in the same turn they Fall Back. Models with this tactic regain a single Wound lost earlier in the battle at the start of each of your turns.
| |
|
| |
|
| ===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.
| |
| ===T'AU SEPT===
| |
| '''Coordinated Firepower:''' After you finish shooting with a '''T'AU SEPT''' unit with this tactic apply one markerlight hit to the target if the unit only fired at one target this Shooting phase.
| |
| ===TASH'VAR SEPT===
| |
| '''Tenacious:''' Roll a D6 each time a '''TASH'VAR SEPT''' model benefitting from this tactic suffers a wound in the Fight phase or a model flees in the Morale phase. On a roll of 5 or more, the wound is ignored or the model does not flee.
| |
| ===VIOR'LA SEPT===
| |
| '''Militaristic:''' '''VIOR'LA SEPT''' models with this tactic improve their WS and BS by 1.
| |
|
| |
|
| ==STRATAGEMS==
| | DO NOT BLINK |
| ===AIR CASTE SUPPORT CADRE===
| |
| '''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===
| |
| '''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===
| |
| '''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===
| |
| '''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 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===
| |
| '''2 CP:''' Use this Stratagem by adding two markerlight counters to an enemy unit in your Shooting phase.
| |
| ===DISRUPTION PODS===
| |
| '''1 CP:''' Use this Stratagem when a friendly '''TY7 DEVILFISH''', '''HAMMERHEAD''' or '''SKYRAY GUNSHIP''' is targeted for a shooting attack in the Shooting phase. Until the end of the Shooting phase enemy models suffer a -1 to hit modifier while shooting at the friendly unit.
| |
| ===DRONE NETWORK===
| |
| '''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===
| |
| '''2 CP:''' Use this Stratagem when a '''FAL'SHIA VEHICLE''' would explode. It does not explode and all embarked models automatically survive and disembark before the vehicle is destroyed.
| |
| ===EMP GRENADE===
| |
| '''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===
| |
| '''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===
| |
| '''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.
| |
| ===HUNTER CADRE===
| |
| '''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===
| |
| '''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===
| |
| '''3 CP:''' Use this Stratagem by targeting an enemy unit with the Flyer battlefield role. The target suffers D3 mortal wounds.
| |
| ===NAGI ADVISSOR===
| |
| '''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===
| |
| '''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===
| |
| '''1 CP:''' Use this Stratagem when a '''TASH'VAR XV25 STEALTH TEAM''' within 12" of a '''TASH'VAR XV95 GHOSTKEEL BATTLESUIT''' fires at a '''VEHICLE'''. That '''XV25 STEALTH TEAM''' can re-roll failed wound rolls against '''VEHICLES''' this turn.
| |
| ===PIRANHA FIRESTREAM WING===
| |
| '''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 until the end of the Shooting phase.
| |
|
| |
|
| ===RANGED SUPPORT CADRE===
| | 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: |
| '''1 CP:''' Use this Stratagem when a friendly '''T'AU PATHFINDER TEAM''' is charged. You may choose one friendly '''T'AU 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===
| |
| '''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===
| |
| '''2 CP:''' Use this Stratagem by placing a homing beacon within 1" of a '''COMMANDER'''.
| |
| ===SKYSWEEP MISSILE DEFENCE===
| |
| '''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.
| |
| ===TA'LISSERA BOND===
| |
| '''1 CP:''' Use this Stratagem when a '''FARSIGHT ENCLAVES''' unit would be lost due to A Morale test, no models are lost due to this test. If engaged against one or more '''ORK''' units your opponent must pick one of those units to receive D3 mortal wounds.
| |
| ===TARRELIAN WARDOGS===
| |
| '''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.
| |
| ==RELICS OF THE SEPTS==
| |
| With the exception of the Earth Caste Pilot Array these relics may only be taken by a '''COMMANDER'''.
| |
| ===COMMAND AND CONTROL NODE===
| |
| Instead of shooting in the Shooting phase the wearer may add +1 to the BS of all friendly units within 3" until the end of the Shooting phase.
| |
| ===EARTH CASTE PILOT ARRAY===
| |
| '''FAL'SHIA XV104 RIPTIDE''' only. Always use the uppermost profile for the purpose of Shooting with the bearer. | |
|
| |
|
| ===EXECUTIONER BURST ARRAY===
| | 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. |
| '''VIOR'LA''' model only. Change all the model's burst cannons to Rapid Fire 4.
| |
| ===FAILSAFE DETONATOR===
| |
| '''D'YANOI BATTLESUIT''' only. If a model with a Failsafe Detonator is killed you may choose to deal D3 mortal wound to all units within D6".
| |
|
| |
|
| ===FUSION BLADES===
| | DO NOT BREATHE |
| '''FARSIGHT ENCLAVES''' model with two or more fusion blasters only.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
|
| |
|
| !
| | 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. |
| |-
| |
| | Melee
| |
| | Melee
| |
| | 8
| |
| | -4
| |
| | D6
| |
| | Roll two D6 each time you roll for damage for this weapon and discard the lowest result. If you ever roll a 6 for the damage of this weapon it may no longer be used after the end of the Fight phase.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===MINIATURIZED ROCKET PRODUCTION FACILITY===
| |
| '''T'AU''' model with missile pod only. Replace the model's missile pod with a seeker missile. At the start of each of your turns the wielder is equipped with an additional seeker missile.
| |
| ===MULTI-SPECTRUM SENSOR SUITE===
| |
| Enemy models do not benefit from cover against attacks made by the wielder.
| |
| ===NEUROWEB SYSTEM JAMMER===
| |
| At the start of each enemy Shooting phase, the wielder may target an enemy unit within 12". The firing unit suffers a Mortal Wound on a D6 roll of 5+ for each Hit roll of 1.
| |
| ===PURETIDE ENGRAM NEUROCHIP===
| |
| Roll a D6 each time you or your opponent spend a CP on a D6 roll of 6+ you gain a single CP.
| |
| ===REPULSOR IMPACT FIELD===
| |
| Instead of attacking normally in the Fight phase the bearer may inflict a single Mortal Wound to all enemy units within 1".
| |
| ===ONAGER GAUNTLET===
| |
| Replaces one of the model's ranged weapons.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
|
| |
|
| !
| | ‘Do Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.’ |
| |-
| |
| | Melee
| |
| | Melee
| |
| | 10
| |
| | -5
| |
| | D6
| |
| | The wielder may only make one attack in a Fight phase in which it uses this weapon.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===THE MIRRORCODEX===
| |
| '''TASH'VAR''' Warlord only. Roll 2D6 each time an enemy uses a CP, if both rolls are below the current turn number you gain a CP. If the CP was used to use a Stratagem used earlier in the battle you only need to roll a single D6.
| |
| ===WARSCAPER DRONE===
| |
| Choose a single '''DRONE''' in your army at the start of the battle. Enemy units within 6" of the selected model do not benefit from Cover.
| |
| ==T´AU WARLORD TRAITS==
| |
| If the Warlord of your army is a '''T’AU EMPIRE CHARACTER''', you can pick their Warlord Trait from the T´au Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
| |
| ===1. THROUGH UNITY, DEVASTATION===
| |
| If a non-'''DRONE''' '''<SEPT>''' unit is destroyed within 6" of your Warlord your Warlord may re-roll failed Hit rolls until the end of the game.
| |
| ===2. A GHOST WHO WALKS AMONG US===
| |
| When deploying your Warlord you may put your Warlord on the hunt. At the start of the first game round you may deploy your Warlord anywhere in your Deployment Zone.
| |
| ===3. EXEMPLAR OF THE SELFLESS CAUSE===
| |
| Friendly units within 6" of your Warlord automatically pass Morale tests.
| |
| ===4. IN CRISIS, SALVATION===
| |
| Once per game at the start of your Movement phase a friendly '''CRISIS''' unit may arrive with the Manta Strike ability anywhere entirely within 3" of your Warlord instead of more than 9" away from enemy units..
| |
| ===5. PRECISION OF THE SKILLED HUNTER===
| |
| Your Warlord can target enemy '''CHARACTERS''' in the Shooting phase even if they are not the closest enemy model but suffers a -3 to any Hit rolls when shooting at targets your Warlord would normally be unable to target.
| |
| ===6. STUDENT OF PURETIDE===
| |
| Double the range of your Warlord's Aura abilities.
| |
| ===SEPT WARLORD TRAITS===
| |
| If you wish, you can pick a Warlord Trait from the list below instead of the T’au Empire Warlord Traits to the left, but only if your Warlord is from the relevant Sept.
| |
| ===NAMED CHARACTERS AND WARLORD TRAITS===
| |
| The most notable heroes of the T’au Empire Septs are exemplars of their Sept’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Sept. For example, if Aun’Va is your Warlord, he would have the '''T’AU SEPT'''’ Through Surety, Destruction Warlord Trait.
| |
| ===D'YANOI SEPT===
| |
| '''Staunch Defender:''' Your Warlord may use the For the Greater Good ability any number of times each turn.
| |
| ===FAL'SHIA SEPT===
| |
| '''Predator of the Skies:''' Your Warlord may re-roll failed Hit rolls against units that can '''FLY'''.
| |
| ===FARSIGHT ENCLAVES===
| |
| '''Through Boldness, Victory:''' Your Warlord may re-roll failed Hit rolls of 1 while within 12" of any enemy units.
| |
| ===T'AU SEPT===
| |
| '''Through Surety, Destruction:''' 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).
| |
| ===TASH'VAR SEPT===
| |
| '''Through Perseverance, Victory:''' 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.
| |
| ===VIOR'LA SEPT===
| |
| '''Through Heroism, Glory:''' 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.
| |
|
| |
|
| =YNNARI=
| | DO NOT LISTEN |
| ==LAST RITES==
| |
| If all models in a Detachment consist of '''YNNARI''' models they may use a Soulburst action that has been used previously in the same turn. Models without the Strength from Death ability in a '''YNNARI''' detachment gain Strength from Death ability, however, they may only benefit from Strength from Death when a unit with a Wounds characteristic equal to or greater than their own is destroyed.
| |
| ==STRATAGEMS==
| |
| ===AVATAR OF DEATH===
| |
| Use this Stratagem when an enemy unit is destroyed by selecting a Ynnari '''CHARACTER''' within 7", that model immediately regains D3 wounds lost earlier in the battle.
| |
| ===AWAKENING OF THE AELDARI===
| |
| Use this Stratagem at the end of your Assault phase choose a unit with Strength from Death that unit can immediately make a Soul Burst action.
| |
| ===FIRES OF THE PHOENIX===
| |
| Use this Stratagem when a friendly unit with Strength from Death is destroyed during your opponent's turn by selecting a friendly unit with Strength from Death within 7" of the destroyed unit. The chosen unit can enact a Soul Burst action.
| |
| ===FRENZY OF THE DRUKHARI===
| |
| Use this Stratagem when a Drukhari unit with Strength from Death is destroyed by selecting a Drukhari unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
| |
| ===MARKED FOR DEATH===
| |
| ===SOUL CRUSHER===
| |
| ===SOUL SHIELD===
| |
| Use this Stratagem when a friendly unit with Strength from Death is destroyed during your opponent's turn by selecting a friendly unit with Strength from Death within 7" of the destroyed unit. The chosen unit gains a 4+ invulnerable save until the end of the turn.
| |
| ===RAGE OF THE ASURYANI===
| |
| Use this Stratagem when an Asuryani unit with Strength from Death is destroyed by selecting an Asuryani unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
| |
| ===SOULFIRE===
| |
| Use this Stratagem when a unit with Strength from Death is destroyed. All enemy units within 3" suffer a single mortal wound.
| |
| ===SOULSPLIT===
| |
| Use this Stratagem when a unit is destroyed during your turn you may select an additional unit to benefit from Strength from Death, both units must be available targets for Strength from Death.
| |
| ===THE FAITHFUL REMAIN===
| |
| Use this Stratagem when a friendly unit with Strength from Death is lost due to morale. All friendly units within 7" automatically pass their morale tests until the end of the turn.
| |
| ===WRATH OF THE HARLEQUINS===
| |
| Use this Stratagem when a Harlequins unit with Strength from Death is destroyed by selecting a Harlequins unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
| |
| ===REMNANTS OF GLORY===
| |
| ==RELICS OF YNNEAD==
| |
| If your army is led by a Ynnari Warlord, then before the battle you may give one of the following items to a '''YNNARI CHARACTER'''. Named characters such as Prince YRIEL already have one or more artefacts and cannot be given any of the following items.
| |
|
| |
|
| Note that some weapons replace on of the character's existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Remnants of Glory items your characters have on your army roster.
| | 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. |
| ===HUNGERING BLADE===
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
| !
| |
| |-
| |
| | Melee
| |
| | Melee
| |
| | User
| |
| | 0
| |
| | D6
| |
| | The wielder regains all lost wounds if it destroys an '''AELDARI''' character in the Fight phase.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===MIRRORGAZE===
| |
| Enemy models suffer a -1 to Hit against the bearer.
| |
| ===MORAG-HAI'S LOCKET===
| |
| The bearer regains a single wound lost earlier in the battle at the end of each of your Fight phases.
| |
| ===SONG OF YNNEAD===
| |
| Model with a pistol or assault weapon only. Replaces one of the model's pistols or assault weapons.
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
| !
| |
| |-
| |
| | 18"
| |
| | Pistol 1
| |
| | 4
| |
| | -3
| |
| | 1
| |
| | If an enemy unit suffers an unsaved wound from this weapon the unit suffers D3 mortal wounds.
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===SOULSNARE===
| |
| Once per game instead of firing other Shooting weapons the wielder may use the Soulsnare as a shooting weapon with the following profile:
| |
| ::{| border="1" cellspacing="0" cellpadding="5" align="left"
| |
| ! Range
| |
| ! Type
| |
| ! S
| |
| ! AP
| |
| ! D
| |
| !
| |
| |-
| |
| | 8"
| |
| | Assault D6
| |
| | 3
| |
| | -4
| |
| | D6
| |
| |
| |
| |-
| |
| |}<br style="clear: both; height: 0px;" />
| |
| ===THE LOST SHROUD===
| |
| The wielder changes its Wounds characteristic to 10.
| |
|
| |
|
| ===VEIL OF SCREAMS===
| | DO NOT KILL IT |
| Enemy units within 7" must subtract 1 from their Ld.
| | |
| ==REVENANT DISCIPLINE==
| | 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. |
| ===1. GAZE OF YNNEAD===
| | |
| ''Gaze of Ynnead'' has a warp charge value of 8. If manifested, select a visible enemy unit within 18" of the psyker and roll a D6. On a 1, theat unit suffers a mortal wound. On a 2-6 that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.
| | DO NOT STEAL |
| ===2. ANCESTOR'S GRACE===
| | |
| ''ANCESTOR'S GRACE'' has a warp charge value of 5. If manifested, select a friendly '''YNNARI''' unit within 18" of the psyker. Until the start of your next Psychic phase you can re-roll hit rolls of 1 for that unit.
| | 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. |
| ===3. WORD OF THE PHOENIX===
| | |
| ''Word of the Phoenix'' has a warp charge value of 6. If manifested, select a friendly '''YNNARI''' unit within 18" of the psyker that has not made a soulburst action this turn. That unit can immediately make a Soulburst action (see Strength from Death).
| | KEEP MOVING |
| ===4. SHIELD OF YNNEAD===
| | |
| ''Shield of Ynnead'' has a warp charge value of 8. If manifested, roll a D6 each time a friendly model within 7" suffers a wound, on a roll of 6+ the wound is ignored. .
| | 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. |
| ===5. STORM OF WHISPERS===
| | |
| ''Storm of Whispers'' has a warp charge value of 7. If manifested the closest visible enemy unit within 9" suffers D3 mortal wounds. In addition, the target also suffers a -2 to its Ld until the end of the turn.
| | ‘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.’ |
| ===6. UNBIND SOULS===
| | |
| ''Unbind Souls'' has a warp charge value of 6. If manifested choose an enemy unit within 24" roll a D6 for each model in the unit for each roll of 6+ the unit suffers a mortal wound. | | 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. |
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.
Import pending.
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.
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.’
Martial Ka'tah.
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.
Inspire.
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.
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.
Towering Foe.
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.
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.
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.
Inexorable Advance.
Contagions of Nurgle.
1. Bacteria. 2. Viruses. 3. Mycetes. 4. Parasites.
Tides of the Warp.
Towering Foe.
Target.
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.
Specialist Mobs.
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.
Interspecies alliances
Adaption.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
- 1 Conqueror of Cities (Aura)
Units from your army within 6" of this WARLORD ignore the benefits of cover when making a shooting attack.
Each time an opponent uses a Stratagem in their first turn roll a D6, on a roll of 4+ your opponent loses 1 CP.
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.
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.
Increase the Damage characteristic of weapons used by this WARLORD by 1 against CHARACTERS.
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]
- 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
- Trajann Valoris has Inspiring Presence
- Belisarius Cawl has Inspiring Presence
- X-101 has Divide to Conquer
- 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
- 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
- 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
- Eldrad Ulthran has Strategic Genius
- Prince Yriel has Immovable Object
- Illic Nightspear has Divide and Conquer
- Drazhar has Legendary Fighter
- Lelith Hesperax has Master of Ambush
- Urien Rakarth has Strategic Genius
- Mortarion has Master of Offence
- Typhus has Master of Defence
- 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
- Vulgrar Thrice-Cursed has Intimidating Presence
- Lord Kaldor Draigo has Divide to Conquer
- Grand Master Voldus has Target Priority
- Castellan Crowe has Legendary Figther
- Brother Captain Stern has Inspiring Presence
- Canis Rex has Inspiring Presence
- 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
- 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
- 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
- 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
- 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
- Magnus has Immovable Object
- Ahriman has Tenacity
- The Swarmlord has Strategic Genius
- Old One Eye has Tenacity
- Deathleaper has Divide and Conquer
- The Red Terror has Master of Defence
- The Visarch has Legendary Fighter
- The Yncarne has Intimidating Presence
- Yvraine has Master of the Vanguard
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.