The Angrier Initiative: Difference between revisions
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=Relics= | =Relics= | ||
=== | ===Adepta Sororitas=== | ||
BLADE OF SAINT ELLYNOR | |||
Model equipped with a blessed blade only. Each time the bearer fails a saving throw add 1 to the Damage characteristic of the bearer's blessed blade until the end of the game. Add 1 to the bearer's Strength characteristic for each enemy CHAOS or PSYKER unit within 3" of the bearer. | |||
BLESSINGS OF SEBASTIAN THOR | |||
Each time the bearer makes a melee attack against a CHAOS or PSYKER unit an unmodified hit roll of 6 inflicts an additional hit. Each time the bearer fails a saving throw add 1 to the bearer's Charge rolls to a maximum of 12 until the end of the battle. | |||
BOOK OF SAINT LUCIUS | |||
When the bearer fails a saving throw the bearer gains Objective Secured until the end of the battle round. Add 3" to the range of the bearer’s aura abilities (to a maximum of 12") if your opponent's army includes any CHAOS or PSYKER units. | |||
BRAZIER OF ETERNAL FLAME | |||
Model with a brazier of holy fire only. Once per game when the bearer fails a saving throw made against a melee attack the bearer inflicts 3 mortal wounds on the attacking unit. The bearer has the following ability: ‘Eternal Flame (Aura): Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer would lose a wound as a result of a mortal wound inflicted by a CHAOS or PSYKER unit, roll one D6: on a 5+, that wound is not lost.’ | |||
CHAPLET OF SACRIFICE | |||
When the bearer fails a saving throw the enemy unit that made the attack becomes castigated. Until the end of the battle, each time an ADEPTA SORORITAS model makes an attack against that enemy unit, add 1 to that attack’s wound roll even if the bearer is removed from the battlefield. When the bearer is destroyed by a CHAOS or PSYKER unit, do not remove that model from play. At the end of the phase, it can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. After resolving the destroyed model’s attacks, it is then removed. | |||
IRON SURPLICE OF SAINT ISTAELA | |||
ADEPTA SORORITAS model only. Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer regains 1 wound lost because of a CHAOS or PSYKER unit. | |||
LITANIES OF FAITH | |||
The bearer has the following ability: ‘Litanies of Faith (Aura): Enemy units within 6" of the bearer count as having the CHAOS keyword. While a friendly ADEPTA SORORITAS unit is within 6" of the bearer, the invulnerable save models in that unit receive from the Shield of Faith ability against attacks made by CHAOS or PSYKER models is improved by 1 (to a maximum of 4+).’ | |||
MANTLE OF OPHELIA | |||
Once per battle when the bearer fails a saving throw made against an attack made by a CHAOS or PSYKER unit change the Damage characteristic of that attack to 0. Add 2 to the bearer's Wounds characteristic. | |||
REDEMPTION | |||
ADEPTA SORORITAS model equipped with a plasma pistol only. Each time the bearer fails a saving throw the bearer can shoot its plasma pistol as if it were your Shooting phase. The bearer has the following ability: ‘Redemption (Aura): Enemy CHAOS or PSYKER units within 6" of the bearer may not roll invulnerable saving throws.’ | |||
SIMULACRUM SANCTORUM | |||
IMAGIFIER model only. When the bearer fails a saving throw the bearer can replace one ability listed under the Litany of Deeds ability it has with one ability it does not have from the Litany of Deeds ability. At the start of the battle, before the first turn begins, you must select two tales for the bearer to recount instead of just one if your opponent's list contains any CHAOS or PSYKER units. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army. | |||
THE ECCLESIARCH’S FURY | |||
Model equipped with a chainsword only. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer can make one additional attack with the bearer's chainsword the next time the bearer fights. Add 1 to wound rolls for attacks made with the bearer's chainsword against CHAOS and PSYKER units. | |||
THE SIGIL ECCLESIASTICUS | |||
PRIEST model only. When the bearer fails a saving throw the bearer automatically intones War Hymn. The bearer has the following ability: ‘The Sigil Ecclesiastus (Aura): Friendly IMPERIUM units within 6" of the bearer add 3" to their Advance rolls if your opponent controls any CHAOS or PSYKER units.’ | |||
WRATH OF THE EMPEROR | |||
ADEPTA SORORITAS model equipped with a bolt pistol only. Add 1 to the Strength and Damage characteristics of the bearer's bolt pistol against CHAOS and PSYKER units. The bearer has the following ability: ‘Wrath of the Emperor (Aura): Friendly ADEPTA SORORITAS INFANTRY units within 6" can inflict a single hit with a bolt weapon they are equipped with each time the unit fails a saving throw. These hits must target a unit that the unit could target with a ranged attack using that weapon in the Shooting phase, meaning weapons other than Pistol weapons cannot be used in melee and a unit in melee would not be able to fire its Pistol weapons at a target the unit is not in melee with or a unit that is out of range.’ | |||
===Adeptus Custodes=== | ===Adeptus Custodes=== | ||
Martial Ka'tah. | Martial Ka'tah. | ||
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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. | 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): | ‘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''' | '''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 | WEAPON Anzion’s Pseudogenetor | ||
RANGE Melee | RANGE Melee | ||
TYPE Melee | TYPE Melee | ||
S +2 | S +2 | ||
AP -1 | AP -1 | ||
D 1 | D 1 | ||
0: Each time the bearer fights, it makes 3D3 additional attacks with Anzion’s Pseudogenetor. | 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. | 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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''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''' | '''THE UNCREATOR GAUNTLET''' | ||
Model equipped with a power fist only. Add 2 to hit rolls made using the bearer's power fist. | |||
0: Each time the bearer uses their Master of the Machines ability, the model being repaired regains 0, 3 or 6 wounds lost earlier in the battle if you roll 1-2, 3-4 and 5-6 respectively instead of regaining 1, 2 or 3 wounds respectively. | |||
1: When an enemy model is damaged but not destroyed by the bearer's power fist roll a D6, on a 1-2 the target regains one wound lost earlier in the battle, on a 3-4 the target suffers 2 mortal wounds, on a 5-6 the target suffers 3 mortal wounds. | |||
'''WEAPON XCIX''' | |||
Model equipped with a volkite blaster only. | |||
0: Change the Strength characteristic of the bearer's volkite blaster to 9. | |||
1: Change the AP characteristic of the bearer's volkite blaster to -9. | |||
===Astra Militarum=== | ===Astra Militarum=== | ||
Inspire. | Inspire. | ||
===Chaos Daemons=== | ===Chaos Daemons=== | ||
Warp the environment. | Warp the environment. To choose a ritual ground pick a piece of terrain. You may pick an additional piece of terrain within 6" of the first piece of terrain if the first piece of terrain is less than 10" tall, wide and long. You may pick a third piece of terrain within 6" of the first and second piece of terrain if the first and second pieces of terrain are both less than 5" tall, wide and long. You may not pick a piece of terrain that has been picked for a different relic in your army. Any effects of Chaos Daemons Relics remain in effect even if the bearer is not on the table or if the bearer is destroyed. | ||
Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth | |||
BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground) | |||
MANY-ARMED MONSTROSITY | |||
Nurgle powers range 7" | |||
Slaanesh powers desecrate. | |||
Horror tropes: | |||
DO NOT GO | |||
KEEP YOUR EYES CLOSED | |||
DON'T SHAKE HANDS | |||
DO NOT BLINK | |||
Choose a ritual ground for the bearer after choosing sides. During the Reinforcements step of your Movement phase the bearer can be removed from the battlefield and set back up within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Once per game when the bearer is destroyed you may set the bearer back up with 1 wound remaining within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Units from your opponent's army can attempt the following action: | |||
Keep Watch (Action): One or more units with multiple models from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the ritual ground of your opponent's bearer of Do Not Blink. The action is completed at the end of your turn. If completed your opponent may not use the ability of Do Not Blink until the start of your next turn. | |||
DO NOT BREATHE | |||
Choose a ritual ground for the bearer after choosing sides. Reduce the Toughness characteristic of units with wrong air by 1. While enemy units are within 3" of the bearer's ritual ground their air is wrong. The bearer has the Do Not Breathe ability. | |||
‘Do Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.’ | |||
DO NOT LISTEN | |||
Choose a ritual ground for the bearer after choosing sides. While an enemy PSYKER unit is within 3" of the bearer's ritual ground, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6. Add 3" to the bearer's Aura abilities. | |||
DO NOT KILL IT | |||
Choose a ritual ground for the bearer after choosing sides. When the bearer is slain each enemy unit within 3" of the bearer or the bearer's ritual ground suffer 1 mortal wound and the enemy unit that destroyed the bearer suffers 2 additional mortal wounds. | |||
DO NOT STEAL | |||
Choose a ritual ground for the bearer after choosing sides. The bearer gains the Objective Secured ability until the end of the battle round each time an enemy unit starts to perform an action. While an enemy unit is within 3" of the bearer's ritual ground that unit does not benefit from the Objective Secured ability. | |||
KEEP MOVING | |||
Choose a ritual ground for the bearer after choosing sides. Enemy units that remain stationary within 3" of the bearer's ritual ground reduce their Movement characteristic to 3" until the end of the game. The bearer has the Keep Moving ability. | |||
‘Keep Moving (Aura): Enemy units that end their Movement phase within 3" of the bearer reduce their Movement characteristic to 3" until the end of the game.’ | |||
STAY SILENT | |||
Choose a ritual ground for the bearer after choosing sides. Enemy units with Aura abilities may not use those abilities while within 3" of the bearer's ritual ground. Enemy units arriving from Reinforcements within 3" of the bearer's ritual ground suffer 3 mortal wounds. The bearer has the Stay Silent ability. | |||
‘Stay Silent (Aura): Enemy units with Aura abilities may not use those abilities while within 3" of the bearer.’ | |||
STAY TOGETHER | |||
Choose a ritual ground for the bearer after choosing sides. Add 1 to the Damage characteristic of the bearer's weapons when targeting CHARACTERS. Add 1 to charge rolls for friendly units charging an enemy unit within 3" of the bearer's ritual ground unless that enemy unit is within 3" of another enemy unit. | |||
TELL NO LIES | |||
Choose a ritual ground for the bearer after choosing sides. Enemy units within 3" of the bearer's ritual ground roll an extra D6 when rolling Morale and discard the lowest result. Each time the bearer fights both players secretly choose 1, 2 or 3, if they're different add 1, 2 or 3 to the bearer's Attacks characteristic depending on the number you chose. | |||
WASH YOUR HANDS | |||
Choose a ritual ground for the bearer after choosing sides. Enemy units suffer 1 mortal wound and become afflicted at the start of your Psychic phase if they are within 3" of the bearer or the bearer's ritual ground. Each time an enemy unit that has not been afflicted ends a move within 3" of a unit that has been afflicted it suffers 1 mortal wound and becomes afflicted. | |||
===Chaos Space Marines=== | ===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=== | ===Chaos Knights=== | ||
Towering Foe. | 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=== | ===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=== | ===Death Guard=== | ||
Inexorable Advance. | Inexorable Advance. | ||
Contagions of Nurgle. | Contagions of Nurgle. | ||
1. Bacteria. 2. Viruses. 3. Mycetes. 4. Parasites. | |||
===Grey Knights=== | ===Grey Knights=== | ||
Tides of the Warp. | Tides of the Warp. | ||
Line 74: | Line 495: | ||
Target. | Target. | ||
===Necrons=== | ===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=== | ===Orks=== | ||
Specialist Mobs. | Specialist Mobs. | ||
===Space Marines=== | ===Space Marines=== | ||
Combat Doctrines. | 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=== | ===Tau Empire=== | ||
Interspecies alliances | Interspecies alliances | ||
===Tyranids=== | ===Tyranids=== | ||
Adaption. | Adaption. | ||
=Shared Warlord Traits= | =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. | 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. | ||
Line 357: | Line 858: | ||
*Yvraine has Master of the Vanguard | *Yvraine has Master of the Vanguard | ||
=Stratagem List= | =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''' | '''ADAMANTIUM WILL 1CP''' | ||
Latest revision as of 14:07, 23 June 2023
The Angrier Initiative is an attempt at a streamlined version of Warhammer 40k 9th edition. Using core rules and datasheets, FAQs and Errata as a base and replacing or scrapping everything else means far less bloat. No Detachment rules (Chapter Tactics, Combat Doctrines and Super Doctrine esque rules) or Chapter Command upgrades. New Relics, Warlord Traits and a new Stratagem system. New missions and new points to factor in the changes. The project is a work in progress.
Warhammer Forty Thousand Points[edit | edit source]
Work in progress.
Missions and Terrain[edit | edit source]
Import pending.
Objective Secured[edit | edit source]
All Troops and TITANIC units gain Objective Secured ability. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.
Relics[edit | edit source]
Adepta Sororitas[edit | edit source]
BLADE OF SAINT ELLYNOR
Model equipped with a blessed blade only. Each time the bearer fails a saving throw add 1 to the Damage characteristic of the bearer's blessed blade until the end of the game. Add 1 to the bearer's Strength characteristic for each enemy CHAOS or PSYKER unit within 3" of the bearer.
BLESSINGS OF SEBASTIAN THOR
Each time the bearer makes a melee attack against a CHAOS or PSYKER unit an unmodified hit roll of 6 inflicts an additional hit. Each time the bearer fails a saving throw add 1 to the bearer's Charge rolls to a maximum of 12 until the end of the battle.
BOOK OF SAINT LUCIUS
When the bearer fails a saving throw the bearer gains Objective Secured until the end of the battle round. Add 3" to the range of the bearer’s aura abilities (to a maximum of 12") if your opponent's army includes any CHAOS or PSYKER units.
BRAZIER OF ETERNAL FLAME
Model with a brazier of holy fire only. Once per game when the bearer fails a saving throw made against a melee attack the bearer inflicts 3 mortal wounds on the attacking unit. The bearer has the following ability: ‘Eternal Flame (Aura): Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer would lose a wound as a result of a mortal wound inflicted by a CHAOS or PSYKER unit, roll one D6: on a 5+, that wound is not lost.’
CHAPLET OF SACRIFICE
When the bearer fails a saving throw the enemy unit that made the attack becomes castigated. Until the end of the battle, each time an ADEPTA SORORITAS model makes an attack against that enemy unit, add 1 to that attack’s wound roll even if the bearer is removed from the battlefield. When the bearer is destroyed by a CHAOS or PSYKER unit, do not remove that model from play. At the end of the phase, it can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. After resolving the destroyed model’s attacks, it is then removed.
IRON SURPLICE OF SAINT ISTAELA
ADEPTA SORORITAS model only. Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer regains 1 wound lost because of a CHAOS or PSYKER unit.
LITANIES OF FAITH
The bearer has the following ability: ‘Litanies of Faith (Aura): Enemy units within 6" of the bearer count as having the CHAOS keyword. While a friendly ADEPTA SORORITAS unit is within 6" of the bearer, the invulnerable save models in that unit receive from the Shield of Faith ability against attacks made by CHAOS or PSYKER models is improved by 1 (to a maximum of 4+).’
MANTLE OF OPHELIA
Once per battle when the bearer fails a saving throw made against an attack made by a CHAOS or PSYKER unit change the Damage characteristic of that attack to 0. Add 2 to the bearer's Wounds characteristic.
REDEMPTION
ADEPTA SORORITAS model equipped with a plasma pistol only. Each time the bearer fails a saving throw the bearer can shoot its plasma pistol as if it were your Shooting phase. The bearer has the following ability: ‘Redemption (Aura): Enemy CHAOS or PSYKER units within 6" of the bearer may not roll invulnerable saving throws.’
SIMULACRUM SANCTORUM
IMAGIFIER model only. When the bearer fails a saving throw the bearer can replace one ability listed under the Litany of Deeds ability it has with one ability it does not have from the Litany of Deeds ability. At the start of the battle, before the first turn begins, you must select two tales for the bearer to recount instead of just one if your opponent's list contains any CHAOS or PSYKER units. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army.
THE ECCLESIARCH’S FURY
Model equipped with a chainsword only. Each time a friendly ADEPTA SORORITAS unit within 6" of the bearer fails a saving throw the bearer can make one additional attack with the bearer's chainsword the next time the bearer fights. Add 1 to wound rolls for attacks made with the bearer's chainsword against CHAOS and PSYKER units.
THE SIGIL ECCLESIASTICUS
PRIEST model only. When the bearer fails a saving throw the bearer automatically intones War Hymn. The bearer has the following ability: ‘The Sigil Ecclesiastus (Aura): Friendly IMPERIUM units within 6" of the bearer add 3" to their Advance rolls if your opponent controls any CHAOS or PSYKER units.’
WRATH OF THE EMPEROR
ADEPTA SORORITAS model equipped with a bolt pistol only. Add 1 to the Strength and Damage characteristics of the bearer's bolt pistol against CHAOS and PSYKER units. The bearer has the following ability: ‘Wrath of the Emperor (Aura): Friendly ADEPTA SORORITAS INFANTRY units within 6" can inflict a single hit with a bolt weapon they are equipped with each time the unit fails a saving throw. These hits must target a unit that the unit could target with a ranged attack using that weapon in the Shooting phase, meaning weapons other than Pistol weapons cannot be used in melee and a unit in melee would not be able to fire its Pistol weapons at a target the unit is not in melee with or a unit that is out of range.’
Adeptus Custodes[edit | edit source]
Martial Ka'tah.
Adeptus Mechanicus[edit | edit source]
The bearer of an Adeptus Mechanicus Relic can perform the Binary Activation action. The 1 ability of Adeptus Mechanicus relics is not active at the start of the game.
‘Binary Activation (Action): The bearer can start to perform this action at the end of your Movement phase. The action is completed at the start of your next Command phase. When it is completed, the 0 part of the bearer’s relic stops being active, and its 1 part becomes active instead.’
ANZION'S PSEUDOGENETOR
The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
WEAPON Anzion’s Pseudogenetor
RANGE Melee
TYPE Melee
S +2
AP -1
D 1
0: Each time the bearer fights, it makes 3D3 additional attacks with Anzion’s Pseudogenetor.
1: Each time a model in a <FORGE WORLD> unit within 6" makes a melee attack against an enemy non-VEHICLE unit, an unmodified hit roll of 6 scores 1 additional hit.
EXEMPLAR’S ETERNITY
SKITARII MARSHAL model only.
0 (Aura): Improve the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.
1 (Aura): Improve the Weapon Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1. Reduce the Ballistic Skill characteristic of <FORGE WORLD> SKITARII CORE units from your army within 6" of the bearer by 1.
PATER COG-TOOTH
Model equipped with an Omnissian axe only. Change the Damage characteristic of the bearer's Omnissian axe to 3.
0: The bearer has the Objective Secured ability.
1 (Aura): Enemy units within 1" of the bearer lose the Objective Secured ability.
PHOSPHOENIX
Model equipped with a phosphor serpenta only. Change the Damage characteristic of the bearer's phosphor serpenta to 2.
0: Each time the bearer's phosphor serpenta scores a hit against an enemy unit, until the end of the phase, that enemy unit does not receive the benefits of Dense Cover.
1: Change the Type and AP characteristics of the bearer's phosphor serpenta to Assault 6 and -3 respectively.
RAIMENT OF THE TECHNOMARTYR
0 (Aura): <FORGE WORLD> KATAPHRON SERVITORS and <FORGE WORLD> SERVITORS units within 1" of the bearer add 1 to their Toughness characteristic.
1: Increase the bearer's Wounds characteristic by 2.
SONIC REAPER
Model equipped with a transonic cannon only. Change the Range characteristic of the bearer's transonic cannon to 18".
0: When the bearer inflicts one or more unsaved wounds against an enemy unit, that unit becomes shaken. Halve the Move characteristic of models in that unit. Halve Advance rolls and charge rolls made for that unit.
1: Change the Type characteristic of the bearer's transonic cannon to Pistol 2D6.
TEMPORCOPIA
0: Each time the bearer is declared as a target of a charge, subtract 2 from that charge roll. The Overwatch Stratagem costs 0CP for the bearer.
1: At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
THE ADAMANTINE ARM
Once per battle, the bearer can re-roll a hit roll, wound roll or saving throw.
0: The bearer has a 4+ invulnerable save.
1: At the start of the Fight phase, if the bearer is within Engagement Range of any enemy units, it can fight first that phase.
THE CAGE OF VARADIMAS
Add 1 to the Attacks characteristic of the bearer.
0: Subtract 1 from hit rolls for Melee attacks made against the bearer.
1: Add 1 to hit rolls made for the Melee attacks of the bearer.
THE CEREBRAL TECHNO-MITRE
0: Add 1 to the Leadership characteristic of friendly <FORGE WORLD> units within 6" of the bearer.
1: At the start of the Heroic Interventions step of your opponent's Charge phase, you can select one friendly <FORGE WORLD> unit within 6" of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a CHARACTER.
THE EYE OF XI-LEXUM
At the start of your Shooting phase, select one enemy unit within 18" of the bearer.
0: The selected unit loses the benefit of light cover until the end of the phase.
1: The selected unit loses the benefit of dense cover until the end of the phase.
THE OMNISCIENT MASK
0: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, the target receives the benefits of light cover.
1: In your Command phase, select one friendly <FORGE WORLD> unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, the target does not receive the benefits of light cover against that attack.
THE OMNISSIAH’S HAND
0: When the bearer fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
1: Roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. The Omnissiah's Hand has no further effect.
THE PURGATION’S PURITY
Model equipped with a radium serpenta only. Change the Type of the bearer's radium serpenta to Assault 3.
0 (Aura): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Attacks characteristic of models in that enemy unit (to a minimum of 1).
1: Attacks made with the bearer's radium serpenta automatically wound.
THE RED AXE
Model equipped with an Omnissian axe only. Change the AP characteristic of the bearer's Omnissian axe to -5.
0: Change the Strength characteristic of the bearer's Omnissian axe to 10.
1 (Aura): Add 1 to the Strength characteristic of friendly <FORGE WORLD> units within 6" of the bearer.
THE SKULL OF ELDER NIKOLA
0 (Aura): While a friendly <FORGE WORLD> VEHICLE unit is within 6" of this model, each time a model in that unit makes a shooting attack, ignore any or all penalties to hit.
1: Inflict D6-2 mortal wounds to each enemy VEHICLE unit within 12" of the bearer and revert back to 0.
THE SOLAR FLARE
0: You can set up the bearer in a teleportarium instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
1: Enemy units may not fire Overwatch against the bearer.
THE UNCREATOR GAUNTLET
Model equipped with a power fist only. Add 2 to hit rolls made using the bearer's power fist.
0: Each time the bearer uses their Master of the Machines ability, the model being repaired regains 0, 3 or 6 wounds lost earlier in the battle if you roll 1-2, 3-4 and 5-6 respectively instead of regaining 1, 2 or 3 wounds respectively.
1: When an enemy model is damaged but not destroyed by the bearer's power fist roll a D6, on a 1-2 the target regains one wound lost earlier in the battle, on a 3-4 the target suffers 2 mortal wounds, on a 5-6 the target suffers 3 mortal wounds.
WEAPON XCIX
Model equipped with a volkite blaster only.
0: Change the Strength characteristic of the bearer's volkite blaster to 9.
1: Change the AP characteristic of the bearer's volkite blaster to -9.
Astra Militarum[edit | edit source]
Inspire.
Chaos Daemons[edit | edit source]
Warp the environment. To choose a ritual ground pick a piece of terrain. You may pick an additional piece of terrain within 6" of the first piece of terrain if the first piece of terrain is less than 10" tall, wide and long. You may pick a third piece of terrain within 6" of the first and second piece of terrain if the first and second pieces of terrain are both less than 5" tall, wide and long. You may not pick a piece of terrain that has been picked for a different relic in your army. Any effects of Chaos Daemons Relics remain in effect even if the bearer is not on the table or if the bearer is destroyed.
Seven deadly sins. pride, greed, lust, envy, gluttony, wrath, and sloth
BLINKING FIEND (action to disable ritual ground otherwise teleport the bearer to the ritual ground)
MANY-ARMED MONSTROSITY
Nurgle powers range 7"
Slaanesh powers desecrate.
Horror tropes:
DO NOT GO
KEEP YOUR EYES CLOSED
DON'T SHAKE HANDS
DO NOT BLINK
Choose a ritual ground for the bearer after choosing sides. During the Reinforcements step of your Movement phase the bearer can be removed from the battlefield and set back up within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Once per game when the bearer is destroyed you may set the bearer back up with 1 wound remaining within 3" of the bearer's ritual ground and more than 9" away from any enemy models. Units from your opponent's army can attempt the following action:
Keep Watch (Action): One or more units with multiple models from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the ritual ground of your opponent's bearer of Do Not Blink. The action is completed at the end of your turn. If completed your opponent may not use the ability of Do Not Blink until the start of your next turn.
DO NOT BREATHE
Choose a ritual ground for the bearer after choosing sides. Reduce the Toughness characteristic of units with wrong air by 1. While enemy units are within 3" of the bearer's ritual ground their air is wrong. The bearer has the Do Not Breathe ability.
‘Do Not Breathe (Aura): While enemy units are within 3" of the bearer their air is wrong.’
DO NOT LISTEN
Choose a ritual ground for the bearer after choosing sides. While an enemy PSYKER unit is within 3" of the bearer's ritual ground, each time a Psychic test is taken for that PSYKER unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6. Add 3" to the bearer's Aura abilities.
DO NOT KILL IT
Choose a ritual ground for the bearer after choosing sides. When the bearer is slain each enemy unit within 3" of the bearer or the bearer's ritual ground suffer 1 mortal wound and the enemy unit that destroyed the bearer suffers 2 additional mortal wounds.
DO NOT STEAL
Choose a ritual ground for the bearer after choosing sides. The bearer gains the Objective Secured ability until the end of the battle round each time an enemy unit starts to perform an action. While an enemy unit is within 3" of the bearer's ritual ground that unit does not benefit from the Objective Secured ability.
KEEP MOVING
Choose a ritual ground for the bearer after choosing sides. Enemy units that remain stationary within 3" of the bearer's ritual ground reduce their Movement characteristic to 3" until the end of the game. The bearer has the Keep Moving ability.
‘Keep Moving (Aura): Enemy units that end their Movement phase within 3" of the bearer reduce their Movement characteristic to 3" until the end of the game.’
STAY SILENT
Choose a ritual ground for the bearer after choosing sides. Enemy units with Aura abilities may not use those abilities while within 3" of the bearer's ritual ground. Enemy units arriving from Reinforcements within 3" of the bearer's ritual ground suffer 3 mortal wounds. The bearer has the Stay Silent ability.
‘Stay Silent (Aura): Enemy units with Aura abilities may not use those abilities while within 3" of the bearer.’
STAY TOGETHER
Choose a ritual ground for the bearer after choosing sides. Add 1 to the Damage characteristic of the bearer's weapons when targeting CHARACTERS. Add 1 to charge rolls for friendly units charging an enemy unit within 3" of the bearer's ritual ground unless that enemy unit is within 3" of another enemy unit.
TELL NO LIES
Choose a ritual ground for the bearer after choosing sides. Enemy units within 3" of the bearer's ritual ground roll an extra D6 when rolling Morale and discard the lowest result. Each time the bearer fights both players secretly choose 1, 2 or 3, if they're different add 1, 2 or 3 to the bearer's Attacks characteristic depending on the number you chose.
WASH YOUR HANDS
Choose a ritual ground for the bearer after choosing sides. Enemy units suffer 1 mortal wound and become afflicted at the start of your Psychic phase if they are within 3" of the bearer or the bearer's ritual ground. Each time an enemy unit that has not been afflicted ends a move within 3" of a unit that has been afflicted it suffers 1 mortal wound and becomes afflicted.
Chaos Space Marines[edit | edit source]
ARMOUR OF ABHORRENCE
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The bearer has the following ability:
Armour of Abhorrence (Aura): Each time an enemy unit (excluding TITANIC units) within 3" of the bearer is selected to Fall Back, roll one D6: on a 2+, that unit cannot Fall Back this turn and the bearer suffers 1 mortal wound.
EIGHTFOLD-CURSED CROZIUS
DARK APOSTLE only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer fails a roll to chant a prayer the bearer suffers 1 mortal wound and the roll is re-rolled. Add 1 to the Damage characteristic of the bearer's accursed crozius.
GHORISVEX’S TEETH
Model with Astartes chainsword only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. For each unmodified hit roll of 6 made with the bearer's Astartes chainsword the target suffers 3 mortal wounds and the bearer suffers 1 mortal wound.
INFERNO TOME
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. The closest enemy unit within 18" of and visible to the bearer suffers D3 mortal wounds at the end of your psychic phase, then the bearer suffers 1 mortal wound.
LOYALTY’S REWARD
Model with combi-bolter only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Change the Damage characteristic of the bearer's combi-bolter to 2. The bearer can re-roll failed wound rolls against units with the IMPERIUM keyword, but for each wound roll re-rolled this way the bearer suffers 1 mortal wound.
MANTLE OF TRAITORS
WARLORD only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. When the bearer is reduced to 1 wound the bearer suffers 1 mortal wound. When the bearer is slain choose a friendly <HERETIC ASTARTES> CHARACTER, that model becomes your WARLORD, gains the Mantle of Traitors and gains the WARLORD traits the bearer had. Until the end of the battle, that model counts as your WARLORD for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until this new WARLORD is destroyed.
MINDVEIL
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer makes a Normal Move, Advances or Falls Back the bearer suffers 1 mortal wound. Add 3" to the bearer's Movement characteristic. The bearer gains the FLY keyword. After moving the bearer if the bearer moved across one or more enemy units choose one of those units. The chosen unit suffers D3 mortal wounds.
MISERY OF THE MEEK
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Once per battle, at the start of any turn, the bearer can use this Relic. The bearer suffers 3 mortal wounds when this Relic is used. Add 6 to the bearer's Attacks characteristic and add 6" to the range of the bearer's aura abilities (to a maximum of 12") until the end of the turn when this Relic is used.
SPITESPITTER
Model with combi-plasma only. The bearer suffers no mortal wounds from this relic after destroying an enemy unit. If the bearer remains stationary in your Movement phase change the profiles of the bearer's combi-plasma to Heavy 2 until the end of your turn. Each time an unmodified hit roll of 1 is made for an attack with the supercharge weapon profile of the bearer's combi-plasma, the bearer suffers 1 mortal wound after shooting with this weapon instead of being destroyed.
THE TRIGDATH
The bearer suffers no mortal wounds from this relic after destroying an enemy unit. Each time the bearer advances the bearer suffers 1 mortal wound. The bearer can shoot and/or charge in a turn in which the bearer has advanced or fallen back.
Chaos Knights[edit | edit source]
Towering Foe.
Thousand Sons[edit | edit source]
Dysmanifestation is #22 in the Discipline of Vengeance. Astral Blast is #12 in the Discipline of Change. Warp Reality is #32 in the Discipline of Change.
Malediction: Warp Reality has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics.
The bearer suffers perils of the warp on any roll of a double when attempting to manifest a Wrath of Magnus
Each time a Psychic test is taken for the bearer's Wrath of Magnus psychic power that contains any double, the bearer suffers Perils of the Warp.
EXALTED MUTATION
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Increase the bearer's Toughness and Attacks characteristics by 1. The bearer knows the Swelled by the Warp psychic power.
Swelled by the Warp
Blessing: Swelled by the Warp has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS model within 12" of this PSYKER and up to one friendly THOUSAND SONS SPAWN unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to the Strength characteristic of that unit and/or model.
EGLEIGHEN’S ORRERY
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. At the start of deployment choose a Stratagem and reveal it to your opponent. Gain 1CP the first time your opponent uses the Stratagem. The bearer knows the Divine the Future psychic power.
Blessing: Divine the Future has a warp charge value of 8. Wrath of Magnus. Do not make a Psychic test the next time this PSYKER attempts to cast a psychic power: that Psychic test is passed at the minimum required warp charge value.
THE PRISM OF ECHOES
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Echo ability and knows the Time Flux psychic power. ‘Echo: The first time the bearer is destroyed, keep it to one side; at the end of the current phase roll a D6, set the bearer back up again on a 4+, as close as possible to its previous position and more than 1" away from any enemy models, with 1 wound remaining.’
Time Flux
Blessing: Time Flux has a warp charge value of 4. Wrath of Magnus. If manifested roll 1D6, select one friendly THOUSAND SONS INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit with a Wounds characteristic below the result of your D6 roll to the battlefield with all of its wounds remaining, placing it in unit coherency.
HELM OF THE DAEMON’S EYE
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Grand Schemes ability and knows the Seeded Strategy psychic power. ‘Grand Schemes: Once per turn when a psychic power is successfully manifested by a friendly unit within 6" you can use this ability, if you do: Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).’
Seeded Strategy
Blessing: Seeded Strategy has a warp charge value of 4. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 6" of this PSYKER. Until the end of the turn, that unit gains the Objective Secured ability. If it already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls objective markers.
CORUSCATOR
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Model equipped with an inferno bolt pistol only. Each time the bearer manifests a psychic power inflict 1 mortal wound on the nearest visible enemy unit within 12". The bearer knows the Coruscating Flames psychic power.
Coruscating Flames
Blessing: Coruscating Flames has a warp charge value of 4. Wrath of Magnus. If manifested, select this PSYKER and up to one friendly ARCANA ASTARTES unit you within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers models in those units are equipped with.
INCALADION’S PARADOXES
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer gains the Dialetheism ability and knows the Empyric Trespass psychic power. ‘Dialetheism: When the PSYKER manifests a psychic power you may ignore the closest visible enemy unit for the purpose of determining which unit is the closest visible enemy unit.’
Empyric Trespass
Malediction: Empyric Trespass has a warp charge value of 5. Wrath of Magnus. If manifested, the closest enemy unit within 24" of and visible to the PSYKER is selected. Until the start of your next Psychic phase, each time a friendly <THOUSAND SONS> unit within 6" of this PSYKER makes an attack that targets that enemy unit, you can re-roll the wound roll.
CAPRICIOUS CREST
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Once per turn after taking a psychic test for a PSYKER within 6" of the bearer add 1 to the result. The bearer knows the Warp Reality psychic power.
Ephemeral Existence
Blessing: Ephemeral Existence has a warp charge of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit, that unit gains the FLY keyword until the end of the turn. After that unit has fought this turn it can make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
PERFIDIOUS TOME
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. The bearer has the Sorcerous Facade ability and knows the Glamour of Tzeentch psychic power. ‘Sorcerous Facade: At the start of the first battle round, before the first turn begins, select 1 THOUSAND SONS unit from your army. Remove that unit and this WARLORD from the battlefield then set them up again following the normal deployment rules for the mission being played.’
Glamour of Tzeentch
Blessing: Glamour of Tzeentch has a warp charge value of 5. Wrath of Magnus. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
SEER’S BANE
If the bearer has destroyed an enemy unit the bearer does not suffer any mortal wounds from Perils of the Warp. Each time an attack is made against the bearer, the hit roll, wound roll and damage roll cannot be re-rolled. The bearer knows the Attempted Possession psychic power.
Attempted Possession
Malediction: Attempted Possession has a warp charge value of 4. Wrath of Magnus. If manifested, select one enemy unit within 18" of this PSYKER:
That unit suffers 1 mortal wound. Until the start of your next Psychic phase, each time a Psychic test is taken for that unit, subtract 2 from that Psychic test and if the result of the test is 2 or less the PSYKER suffers Perils of the Warp.
Aeldari[edit | edit source]
More powerful when the bearer or bearer's allies are near death.
Harlequins are masters of the Webway and have the luck of the laughing god, take a chance and be tricksy.
Ynnari relics get more powerful as the turns go on.
Drukhari[edit | edit source]
PARASITE’S KISS
Model equipped with a splinter pistol only. Change the AP characteristic of the bearer's splinter pistol to -4 and it's Damage characteristic to 3. Once per turn when the bearer destroys an enemy model in the Shooting phase or the Fight phase it regains 1 wound lost earlier in the battle.
SOULHELM
Each time the bearer would lose a wound, roll one D6; on a 5+ that wound is not lost. If a PSYKER controlled by your opponent suffers Perils of the Warp add 3 to rolls for the bearer to ignore mortal wounds in your opponent's Psychic phase until the end of the game.
THE ANIMUS VITAE
Once per game in the Shooting phase the bearer can use The Animus Vitae to deal D3 mortal wounds to the closest visible enemy unit within 6" of the bearer (D3+3 mortal wounds if the unit contains 11+ models). Friendly DRUKHARI units gain the following ability until the end of the turn when the The Animus Vitae is used: ‘Eager to Flay: This unit is eligible to declare a charge in a turn in which it Advanced.’
THE HELM OF SPITE
Each time an attack is made that targets the bearer, subtract 1 from that attacks hit roll. After a unit has resolved its attacks inflict 2 mortal wounds on that attacking unit for each unmodified hit roll of 1 it made against the bearer with a Melee attack.
THE NIGHTMARE DOLL
HAEMONCULUS model only. The bearer has the following ability: ‘Horrorifying Mockery (Aura): Enemy units within 6" of the bearer cannot automatically pass Morale tests and always fail on a roll of 6.’ The bearer gains a 4+ invulnerable save when an enemy unit within 6" fails a Morale test.
THE TRIPTYCH WHIP
SUCCUBUS model equipped with an agoniser only. The bearer's agoniser gains Poisoned Weapon (2+). Each time the bearer makes a consolidation move after destroying at least one model in that phase, it can move an additional 3", and it does not have to finish this move closer to the closest enemy model.
WRIT OF THE LIVING MUSE
When the bearer destroys an enemy unit the bearer gains the following ability: ‘Theatre of Vect (Aura): Friendly DRUKHARI units within 6" of the bearer automatically pass Morale tests. Friendly DRUKHARI models within 6" of the bearer that have characteristics that can change as they suffers damage, are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.’
SOUL-SEEKER
Model equipped with a splinter pistol only. Each time you select a target for the bearer's splinter pistol, you can ignore the Look Out, Sir rule. After deployment, but before the first battle round begins, choose a unit in your opponent’s army. Change the Damage characteristic of the bearer's splinter pistol to 6 against the chosen unit. When the chosen unit is destroyed you gain 1CP.
THE PHIAL BOUQUET
Each time the bearer piles in choose an option from the Combat Drugs table, the bearer gains that ability until the end of the game. This effect can be one that the bearer is already affected by and is cumulative. If you choose Adrenalight and the bearer made a charge move or performed a Heroic Intervention this turn the additional attack will apply immediately.
THE BLOOD GLAIVE
Model equipped with an archite glaive only. At the end of the Fight phase, if the bearer destroyed an enemy model this phase, it can fight again.
THE FLENSING BLADE
Model equipped with Haemonculus tools only. Increase the Damage characteristic of the bearer's Haemonculus tools to 3. Increase the bearer's Toughness characteristic by 1 each time the bearer destroys a CHARACTER unit.
SPIRIT-STING
Haemonculus with stinger pistol only. Change the Type of the bearer's stinger pistol to Pistol 3. When a unit is hit by the bearer's stinger pistol its worst fears manifest. Subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit until the end of the turn.
Death Guard[edit | edit source]
Inexorable Advance. Contagions of Nurgle. 1. Bacteria. 2. Viruses. 3. Mycetes. 4. Parasites.
Grey Knights[edit | edit source]
Tides of the Warp.
Imperial Knights[edit | edit source]
Towering Foe.
Inquisition[edit | edit source]
Target.
Necrons[edit | edit source]
When a Necrons Relic tells you to select a Battle Round do so secretly after both sides have deployed, but before you have determined who will have the first turn. You can select different battle rounds for different relics. At the start of each battle round reveal which Relics have been selected for this battle round.
BLOOD SCYTHE
Model with warscythe only. Attacks against a non-VEHICLE unit made with the bearer's warscythe wound on a roll of 2+. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Siphon (Aura): Reduce the Toughness characteristic of enemy non-VEHICLE units within 6" by 1.’
GAUNTLET OF THE CONFLAGRATOR
The bearer is equipped with this Relic in addition to their other weapons. It has the following profile:
WEAPON Gauntlet of the Conflagrator
RANGE 12"
TYPE Pistol 1
S *
AP *
D *
One use only. Select a battle round. When an attack is made with this weapon, that attack automatically hits the target. Instead of making a wound roll, roll one D6 for each model in the target unit: that unit suffers 1 mortal wound for each result of 5+ and the attack sequence ends. Roll 5 additional D6 if this weapon is used in the selected battle round.
INFINITY MANTLE
Change the bearer's Sv characteristic to 2+. Select a battle round. In the selected battle round enemy units cannot fire Overwatch or Set to Defend when they are charged by the bearer.
LAVOISIER CONDUIT
ROYAL WARDEN only. Select a battle round. Change the bearer's Relic gauss blaster's Range to 36" Type Rapid Fire 3, Strength to 6 and in the selected battle round attacks made with it automatically wound.
NANOSCARAB CASKET
The first time the bearer is destroyed roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with 1 wound remaining. Select a battle round. At the beginning of the selected battle round the bearer regains all lost wounds.
SEMPITERNAL WEAVE
If the bearer Remains Stationary in your Movement phase increase the bearer's Toughness characteristic to 10 until the start of your next turn. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Eternal Guardian (Aura): Each time an attack is made against a friendly NECRON INFANTRY unit within 6", if the target did not make a Normal Move, Advance or Fall Back this battle round, that unit receives the benefit of Light Cover.’
SOLAR STAFF
Model with a staff of light only. Change the Range and Type of the bearer's staff of light to 24" and Assault 6 respectively. Select a battle round. The bearer gains the following ability in the selected battle round: ‘Solar Pulse (Aura): Friendly NECRON units within 6" of the bearer are eligible to shoot in a turn in which the unit Fell Back.’
THE ARROW OF INFINITY
Model with tachyon arrow only. Increase the Damage characteristic of the bearer's tachyon arrow to 6. Select a battle round. The bearer's tachyon arrow can be fired in the selected battle round in addition to the one shot you get per game.
THE ORB OF ETERNITY
Model with resurrection orb only. Select a battle round. The bearer gains the following ability: ‘Eternity (Aura): Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" unit, treat each model as having a Wounds characteristic of 1. Each time you make Reanimation Protocol rolls for a friendly NECRONS unit within 6" of the bearer during the selected battle round, you can add 1 to the result.’
THE SOVEREIGN CORONAL
Select a battle round. The bearer gains the following ability: ‘Sovereign (Aura): Friendly NECRON units within 6" add 1 to their Movement characteristic. In the selected battle round if a friendly NECRON unit within 6" of the bearer is performing an action, it can still make attacks with ranged weapons without that action failing..’
THE VANQUISHER’S MASK
Select a battle round. Enemy units are not eligible to fight in the selected battle round until after all eligible units from your army have done so.
VEIL OF DARKNESS
Select a battle round. In the Reinforcement step of your Movement phase in the selected battle round the bearer and all friendly units wholly within 6" of the bearer are removed from the table and set back up anywhere on the battlefield that is more than 9" away from any enemy models. All removed units must be placed wholly within 6" of the bearer.
VOIDREAPER
Model with voidscythe only. The bearer has the following abilities:
‘Soulreaper (Aura): Enemy units within 6" of the bearer cannot use rules that ignore wounds or reduce the Damage characteristic of attacks.’
‘Voidsnap: Select a battle round. All enemy units within 6" of the bearer at the start of the selected battle round suffer 1 mortal wound.’
VOLTAIC STAFF
Model with a staff of light only. Increase the Damage characteristic of both profiles of the bearer's staff of light to 2. Select a battle round. The closest visible enemy VEHICLE within 18" of the bearer in your Shooting phase of the selected battle round suffers D3 mortal wounds.
Orks[edit | edit source]
Specialist Mobs.
Space Marines[edit | edit source]
Combat Doctrines.
RELIQUARY OF THE REPENTANT???
In the first battle round the bearer has the Devastator Doctrine ability, in the second battle round the bearer has the Tactical Doctrine ability, in the third battle round the bearer has the Assault Doctrine ability.
Devastator Doctrine: Choose a friendly TERMINATOR unit armed with a cyclone missile launcher within 6" of the bearer at the start of your Shooting phase, you may fire each profile of that cyclone missile launcher twice each this phase, but it must target the same unit with all its attacks this phase.
Tactical Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer add 1 to hit rolls for BOLT weapons that unit is equipped with.
Assault Doctrine (Aura): While a friendly ADEPTUS ASTARTES TERMINATOR unit is within 6" of the bearer you may re-roll charge rolls for that unit.
Tau Empire[edit | edit source]
Interspecies alliances
Tyranids[edit | edit source]
Adaption.
[edit | edit source]
You may not pick the same WL trait twice. If you randomly determine your WL trait re-roll duplicates until you roll a result that is not a duplicate.
Command[edit | edit source]
- 1 Inspiring Presence
Increase the range of all abilities, except those that can cause damage, on the datasheet of this WARLORD by 3" to a maximum of 12". Note that this does not expand the magnitude of any effects that change Movement speed or range of weapons only which of your units may be affected by the ability. This WARLORD has the following ability: ‘Inspiring Presence (Aura): Units from your army within 6" of this WARLORD automatically pass morale tests.
- 2 Intimidating Presence
While this WARLORD is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, gain 1 Command point. This WARLORD has the following ability: ‘Intimidating Presence (Aura): Subtract 1 from the Leadership characteristic of enemy units within 6" of this WARLORD.
- 3 The Dust of a Thousand Worlds (Aura)
During your Command phase add 2" to the Movement characteristic of units from your army within 6" of this WARLORD until the end of the Movement phase.
- 4 Master of the Vanguard (Aura)
Add 1 to the Strength characteristic for units from your army within 6" of this WARLORD during the Fight phase.
- 5 Target Priority
Once per turn at the beginning of your Shooting phase nominate one unit from your army within 6" of this WARLORD, until the end of the phase that unit ignores all penalties to its hit rolls.
- 6 Coordinated Assault
Once per turn while this WARLORD is on the battlefield after successfully completing a charge you may use the charge roll for the next unit you declare a charge with this phase instead of rolling normally.
Personal[edit | edit source]
- 1 Master of Defence
This WARLORD always fights first in the fight phase. If an enemy unit has charged or also has this ability to alternate going back and forth with units that have this ability. In addition, this WARLORD counts as 10 models for the purpose of holding objectives.
- 2 Master of Offence
Add 2" to charge rolls made for this WARLORD. Each time an attack is made by this WARLORD an unmodified hit roll of 6 automatically wounds the target.
- 3 Master of Manoeuvre
Instead of deploying normally this WARLORD and up to one other unit from your army may Outflank. At the end of any of your Movement phases, this WARLORD and the other unit may arrive anywhere on the table more than 9" from enemy units, within 6" of each other and entirely within 6" of a board edge.
- 4 Legendary Fighter
Add 1 to the Attacks characteristic of this WARLORD. In addition, this WARLORD can make a Heroic Intervention when enemy units are within 6" rather than 3" and can move up to 6" when making a Heroic Intervention.
- 5 Tenacity
Add 1 to the Wounds characteristic of this WARLORD. In addition, roll a D6 each time this WARLORD would lose a wound, on a roll of 6+ the wound is not lost.
- 6 Immovable Object
Add 1 to the Toughness characteristic of this WARLORD. During your opponent's psychic phase this WARLORD may attempt to deny one psychic power as if this WARLORD was a psyker or attempt to deny one additional power if this WARLORD is already a psyker.
Strategic[edit | edit source]
- 1 Conqueror of Cities (Aura)
Units from your army within 6" of this WARLORD ignore the benefits of cover when making a shooting attack.
- 2 Night Attacker
Each time an opponent uses a Stratagem in their first turn roll a D6, on a roll of 4+ your opponent loses 1 CP.
- 3 Master of Ambush
Before the first turn starts you may redeploy this WARLORD anywhere within your deployment zone. In addition, each time you roll an unmodified saving throw of 6 for this WARLORD in the Fight phase, the enemy unit that made the attack suffers a mortal wound after it has resolved all of its attacks.
- 4 Strategic Genius
While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
- 5 Divide to Conquer
Increase the Damage characteristic of weapons used by this WARLORD by 1 against CHARACTERS.
- 6 Princeps of Deceit
Subtract 1 from hit rolls that target this WARLORD in the Shooting phase. This WARLORD has the following ability: ‘Princeps of Deceit (Aura): Subtract 2" from charge rolls made against units from your army within 6" of this WARLORD.
Unique Character Warlord Traits[edit | edit source]
Adeptus Sororitas[edit | edit source]
- Aestred Thurga has Strategic Genius
- Agathae Dolan has Strategic Genius
- Arch-Confessor Kyrinov has Coordinated Assault
- Celestine has Inspiring Presence
- Ephrael Stern has Intimidating Presence
- Gotfret de Montbard has Tenacity
- Junith Eruita has Inspiring Presence
- Morvenn Vahl has Legendary Fighter
- Pious Vorne has Master of the Vanguard
- Triumph of Saint Katherine has Immovable Object
- Uriah Jacobus has Master of the Vanguard
Adeptus Custodes[edit | edit source]
- Trajann Valoris has Inspiring Presence
Adeptus Mechanicus[edit | edit source]
- Belisarius Cawl has Inspiring Presence
- X-101 has Divide to Conquer
Astra Militarum[edit | edit source]
- Aradia Madellan has Target Priority
- Colonel-Commissar Ibram Gaunt has Inspiring Presence
- Commissar Severina Raine has Master of the Vanguard
- Commissar Yarrick has Inspiring Presence
- Death Korps Marshal Karis Venner has Tenacity
- Lord Castellan Creed has Strategic Genius
- Knight Commander Pask has Divide to Conquer
- Colonel Iron Hand Straten has Legendary Fighter
- Colour Sergeant Kell has Immovable Object
- Nork Deddog has Tenacity
- Raus has Master of Manoeuvre
- Rein has Master of Manoeuvre
- Sergeant Harker has Target Priority
- Sly Marbo has Master of Manoeuvre
Chaos Daemons[edit | edit source]
- Aetaos’rau’keres has Princeps of Deceit
- An’ggrath the Unbound has Master of Offence
- Be’lakor has Master of the Vanguard
- Cor’bax Utterblight has Tenacity
- Epidemius has Coordinated Assault
- Horticulous Slimux has Coordinated Assault
- Mamon Transfigured has Immovable Object
- Rotigus has Master of Defence
- Samus has Inspiring Presence
- Scabeiathrax the Bloated has Tenacity
- Shalaxi Helbane has Legendary Fighter
- Syll’Esske has Master of Defence
- Skarbrand has Master of Offence
- Skulltaker has Divide and Conquer
- Karanak has Intimidating Presence
- Kairos Fateweaver has Immovable Object
- The Changeling has Princeps of Deceit
- The Blue Scribes has Target Priority
- The Masque of Slaanesh has Legendary Fighter
- Uraka the Warfiend has Legendary Fighter
- Zarakynel has Master of the Vanguard
Chaos Space Marines[edit | edit source]
- Abbadon the Despoiler has Master of the Vanguard
- Fabius Bile has Intimidating Presence
- Haarken Worldclaimer has Intimidating Presence
- Huron Blackheart has Tenacity
- Khârn the Betrayer has Legendary Fighter
- Lucius the Eternal has Tenacity
- Obsidius Mallex has Legendary Fighter
Craftworlds[edit | edit source]
- Eldrad Ulthran has Strategic Genius
- Prince Yriel has Immovable Object
- Illic Nightspear has Divide and Conquer
Drukhari[edit | edit source]
- Drazhar has Legendary Fighter
- Lelith Hesperax has Master of Ambush
- Urien Rakarth has Strategic Genius
Death Guard[edit | edit source]
- Mortarion has Master of Offence
- Typhus has Master of Defence
Rogue Trader[edit | edit source]
- Amallyn Shadowguide has Target Priority
- Dahyak Grekh has Master of Defence
- Elucia Vhane has Strategic Genius
- Espern Locarno has Target Priority
- Janus Draik has Target Priority
- Knosso Prond has Coordinated Assault
- Larsen van der Grauss has Immovable Object
- Neyam Shai Murad has Target Priority
- Sanistasia Minst has Inspiring Presence
- Taddeus the Purifier has Inspiring Presence
- UR-025 has Tenacity
Gellarpox Infected[edit | edit source]
- Vulgrar Thrice-Cursed has Intimidating Presence
Grey Knights[edit | edit source]
- Lord Kaldor Draigo has Divide to Conquer
- Grand Master Voldus has Target Priority
- Castellan Crowe has Legendary Figther
- Brother Captain Stern has Inspiring Presence
Imperial Knights[edit | edit source]
- Canis Rex has Inspiring Presence
Inquisition[edit | edit source]
- Hector Rex has Immovable Object
- Inquisitor Coteaz has Immovable Object
- Inquisitor Eisenhorn has Master of Defence
- Inquisitor Greyfax has Legendary Figther
- Inquisitor Karamazov has Inspiring Presence
- Lord Inquisitor Kyria Draxus has Master of Defence
- Solomon Lok has Inspiring Presence
Necrons[edit | edit source]
- Anrakyr the Traveller has The Dust of a Thousand Worlds
- Illuminor Szeras has Inspiring Presence
- Imotekh the Stormlord has Intimidating Presence
- Nemesor Zahndrekh has Strategic Genius
- Orikan the Diviner has Night Attacker
- Szarekh has Inspiring Presence
- Trazyn the Infinite has Master of Defence
- Vargard Obyron has Immovable Object
Orks[edit | edit source]
- Boss Snikrot has Princeps of Deceit
- Boss Zagstruk has Master of the Vanguard
- Da Red Gobbo has Target Priority
- Ghazghkull Thraka has Legendary Fighter
- Goff Rokker has Inspiring Presence
- Grukk Face-rippa has Tenacity
- Kaptin Badrukk has Strategic Genius
- Mad Dok Grotsnik has Princeps of Deceit
- Makari has Inspiring Presence
- Mek Boss Buzzgob has Inspiring Presence
- Mozrog Skragbad has Immovable Object
- Zhadsnark da Ripper has Legendary Fighter
Space Marines[edit | edit source]
- Adrax Agatone has Target Priority
- Ahazra Redth has Intimidating Presence
- Ancient Kae has Inspiring Presence
- Anton Narvaez has Master of Defence
- Arjac Rockfist has Tenacity
- Armenneus Valthex has Inspiring Presence
- Asmodai has Master of Offence
- Asterion Moloc has Intimidating Presence
- Astorath has Immovable Object
- Azrael has Strategic Genius
- Belial has Divide to Conquer
- Bjorn the Fell-Handed has Inspiring Presence
- Bray’arth Ashmantle has Intimidating Presence
- Brother Corbulo has Tenacity
- Canis Wolfborn has Master of the Vanguard
- Captain Lysander has Master of Offence
- Captain Nasiem has Target Priority
- Captain Sicarius has Legendary Fighter
- Captain Tycho has Legendary Fighter
- Carab Culln the Risen has Inspiring Presence
- Carnac Commodus has Intimidating Presence
- Casan Sabius has Legendary Fighter
- Chaplain Cassius has Immovable Object
- Chaplain Dreadnought Titus has Inspiring Presence
- Chaplain Grimaldus has Tenacity
- Chief Librarian Mephiston has Master of Defence
- Chief Librarian Tigurius has Strategic Genius
- Codicier Natorian has Immovable Object
- Commander Dante has Inspiring Presence
- Elam Courbray has Legendary Fighter
- Epistolary Lykandos has Inspiring Presence
- Ezekiel has Inspiring Presence
- Gabriel Angelos has The Dust of a Thousand Worlds
- Gabriel Seth has Legendary Fighter
- Harald Deathwolf has Master of Offence
- Harath Shen has Inspiring Presence
- Hecaton Aiakos has Master of Defence
- High Marshal Helbrech has The Dust of a Thousand Worlds
- Iron Father Feirros has Master of Defence
- Ivanus Enkomi has Divide to Conquer
- Kayvaan Shrike has Master of the Vanguard
- Kor’sarro Khan has The Dust of a Thousand Worlds
- Krom Dragongaze has Master of Defence
- Lazarus has Strategic Genius
- Lemartes has Immovable Object
- Lias Issodon has Conqueror of Cities
- Logan Grimnar has Inspiring Presence
- Lord High Commander Carab Culln has Inspiring Presence
- Lugft Huron has Divide to Conquer
- Lukas the Trickster has Princeps of Deceit
- Malakim Phoros has Intimidating Presence
- Marneus Calgar has Strategic Genius
- Marneus Calgar in Armour of Heraclus has Strategic Genius
- Marneus Calgar in Artificer Armour has Strategic Genius
- Mordaci Blaylock has Legendary Fighter
- Njall Stormcaller has Inspiring Presence
- Orator Sephax has Tenacity
- Pedro Kantor has Master of Offence
- Pellas Mir’san has Inspiring Presence
- Ragnar Blackmane has Master of the Vanguard
- Roboute Guilliman has Strategic Genius
- Sammael has Master of Manouvre
- Sergeant Chronus has Tenacity
- Sergeant Tellion has Target Priority
- Sevrin Loth has Immovable Object
- Silas Alberec has Legendary Fighter
- Tarnus Vale has Legendary Fighter
- The Emperor's Champion has Legendary Fighter
- The Sanguinor has Inspiring Presence
- Thulsa Kane has Inspiring Presence
- Tor Garadon has Target Priority
- Tyberos the Red Wake has Legendary Fighter
- Tycho the Lost has Legendary Fighter
- Ulrik the Slayer has Divide and Conquer
- Uriel Ventris has Legendary Fighter
- Vaylund Cal has Princeps of Deceit
- Vulkan He’stan has Inspiring Presence
- Watch Captain Artemis has Strategic Genius
- Zhrukhal Androcles has Conqueror of Cities
Tau Empire[edit | edit source]
- Commander Shadowsun has Princeps of Deceit
- Commander Farsight has Target Priority
- Aun'va has Inspiring Presence
- Aun'shi has Master of the Vanguard
- Darkstrider has Princeps of Deceit
- Longstrike has Divide and Conquer
Thousand Sons[edit | edit source]
- Magnus has Immovable Object
- Ahriman has Tenacity
Tyranids[edit | edit source]
- The Swarmlord has Strategic Genius
- Old One Eye has Tenacity
- Deathleaper has Divide and Conquer
- The Red Terror has Master of Defence
Ynnari[edit | edit source]
- The Visarch has Legendary Fighter
- The Yncarne has Intimidating Presence
- Yvraine has Master of the Vanguard
Stratagem List[edit | edit source]
ACUTE SENSES 1CP
Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase or during your opponent's Charge phase when they declare a charge. Select one unit from your army that has not fired any shooting attacks this battle round and that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase. If this Stratagem is used during the Movement phase the firing models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when making the shooting attack. If this Stratagem is used during the Charge phase the firing models must target a unit that is charging the firing unit.
ADAMANTIUM WILL 1CP
Use this Stratagem in your opponents Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a unit from your army. Roll one D6: on a 4+, that psychic power is denied.
ARMOURBANE 1CP
Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against VEHICLES.
BULKY 2CP
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in your unit; for each result of 1, one model of your choice in your unit is destroyed. Assuming your unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in your unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.
COUNTER-ATTACK 1CP
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own units within engagement range that has not fought this turn and fight with it next.
DEEP STRIKE 0CP
Use this Stratagem in the Reinforcements step of your Movement phase when one of your units arrives from Strategic Reserves, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models instead of following the normal rules for setting up Strategic Reserve units.
ETERNAL WARRIOR 1CP
Use this Stratagem after rolling one or more dice, re-roll one of those dice.
FEARLESS 1CP
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice).
FEEL NO PAIN 1CP
Use this Stratagem at the start of any player turn. Select one of your units currently on the battlefield, whenever that unit suffers a Wound this turn roll a D6. On a roll of 6+ the Wound is ignored.
FLEET 1CP
Use this Stratagem in your Movement phase after moving one of your units unit from your army. That unit can immediately make a Normal Move. Until the end of the turn, that unit is not eligible to shoot or declare a charge.
FLESHBANE 1 CP
Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against MONSTERS.
HATRED 2 CP
Use this Stratagem in your Fight phase after making attacks with a unit, choose one of the targets of the unit’s attacks that suffered a wound, until the end of the phase add +1 to hit rolls when attacking that target.
HIGH COMMAND 1 CP
Use this Stratagem before the battle, when you are mustering your army. Select one CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits.
HIT & RUN 2CP
Use this Stratagem in your Movement phase, when a unit from your army Falls Back. This unit is eligible to shoot and declare a charge this turn.
INDEPENDENT CHARACTER 1CP
Use this Stratagem when a CHARACTER would lose its last wound, each time this happens for the rest of the phase roll a D6, on a roll of 2+ the wound is ignored, instead a friendly unit within 3” of the model takes a Mortal Wound, if no such units remain then the model suffers the wound as normal. Note that you cannot use any rules to ignore the last wound caused on the character before using this Stratagem to ignore the wound.
INFILTRATE 1CP
Use this Stratagem before the first turn starts, move one of your units up to 9", this move cannot end within 12" of enemy units.
MASTERY LEVEL II 1CP
Use this Stratagem when a Psyker from your army has manifested the last psychic power they can manifest in their Psychic phase or taken a psychic action, that Psyker can immediately attempt to manifest one psychic power.
OUTFLANK 1CP
Use this Stratagem at the end of your Movement phase. Select a unit from your army that has been completely destroyed. Add a new unit that is identical to the one that was destroyed and set it up as reinforcements wholly within 6” of any board edge, more than 9” from enemy models. This Stratagem may not be used in games that do not use the rules for Reinforcement Points.
PREFERRED ENEMY 1CP
1 CP: Use this Stratagem when a CHARACTER unit from your army kills a CHARACTER in the Fight phase. Gain D3 Command points.
RAGE 3CP
Use this Stratagem at the end of your Fight phase. Choose a unit that has already fought this phase, it can fight again but will not benefit from the Hatred Stratagem.
SHROUDED 2CP
Use this Stratagem when a unit from your army is targeted for a Shooting attack until the end of this phase your opponent suffers a -1 to hit while firing at that unit.
SLOW AND PURPOSEFUL 2CP
Use this Stratagem at the end of your Shooting phase by choosing a unit that Remained Stationary this turn. The chosen unit can shoot again but will not benefit from the Armourbane, Fleshbane or Sniper Stratagems.
SNIPER 2CP
Use this Stratagem in your Shooting phase, when a unit from your army fires, until the end of this phase the unit ignores penalties to its Hit rolls. In addition, this unit can choose to snipe by ignoring all rules that prevent a unit from being targeted by ranged attacks. When a unit snipes this way it hits on unmodified hit rolls of 6 instead of using its Ballistic skill.
STUBBORN 1 CP
Use this Stratagem when a model from your army regains a wound lost earlier in the battle, it immediately regains another wound lost earlier in the battle.
UNIQUE 1CP
Use this Stratagem before the battle, when you are mustering your army. Your army can take an extra Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics.
Example Armies and Guide to Picking Stratagems WIP[edit | edit source]
Craftworlds (Biel-tan) - Storm of Blades[edit | edit source]
Biel-tan’s forces favour an overwhelming show of force putting the enemy at an immediate disadvantage, they are unyielding and stubborn.
- Counter-attack
- Eternal Warrior
- Fearless
- Rage
- Slow and Purposeful
Drukhari (Poisoned Tongue) - Fortune Favours the Depraved[edit | edit source]
The forces of the Poisoned Tongue kabal never fare well in even engagements, but only because they only face their opponents where they know they will win.
- Adamantium Will
- Eternal Warrior
- Fleet
- Infiltrate
- Rage
Space Marines (Ultramarines 2nd Company) - Guardians of the Temple[edit | edit source]
Most honoured among any Ultramarine battle company, the forces of Ultramarines 2nd Company value honour and a steadfast resolve.
- Counter-attack
- Eternal Warrior
- Fearless
- Feel No Pain
- Preferred Enemy
Space Marines (Ravenguard 1st Company) - Blackwings[edit | edit source]
Not much is known about the Ravengaurd 1st Company, the Ravenguard remain secretive about their most honoured company and few live to tell of the Blackwings.
- Eternal Warrior
- Fleet
- Preferred Enemy
- Rage
- Shrouded
Blood Angels and Astra Militarum (Flesh Tearers and Cadian alliance)[edit | edit source]
The Cadians are steadfast and skilled, the Flesh Tearers are brutal yet noble close combatants.
- Eternal Warrior
- Fearless
- Preferred Enemy
- Rage
- Slow and Purposeful
Building Lists based on Stratagems[edit | edit source]
Example list Raven Guard 1st Company Blackwings: 23 PL 4 CP[edit | edit source]
Captain with jump pack (Vykar Kaed Lord of Deliverance) - 6 PL
Company Champion (Rostue Actas) - 3 PL
Apothecary (Arvin Gregoris) - 3 PL
5 Company Veterans (Mortal Screams) - 8 PL
Rhino (Gregor Minimus) - 4 PL
In this list you would put Vykar Kaed high in the skies, while putting the rest of the infantry inside Gregor Minimus. On turn 1 you would drive up Gregor Minimus to the enemy’s front line with the Fleet Stratagem. Then Vykar Kaed can arrive behind Gregor Minimus and be relatively safe from enemy fire. Vykar can attempt to charge and since he’ll be invisible behind Gregor Minimus he won’t be suffering Overwatch. Whether you get first turn or not, the Shrouded Stratagem is sure to come in handy for Gregor Minimus which will be the only unit your opponent can target.
Example list Raven Guard 1st Company Blackwings: 100 PL 6 CP[edit | edit source]
Captain with jump pack (Vykar Kaed Lord of Deliverance) - 5 PL
Apothecary (Arvin Gregoris) - 3 PL
5 Company Veterans (Mortal Screams) - 8 PL
10 Vanguard Veterans with jump packs (Black Murder) - 16 PL
Chaplain (Kyabek the Absolution) - 5 PL
10 Vanguard Veterans (Exosus Eviscero) - 14 PL
Company Ancient (Jadyr the Grim) - 4 PL
Company Champion (Rostue Actas) - 3 PL
Lieutenant (Eitath Ekvinus) - 4 PL
Rhino (Gregor Minimus) - 4 PL
Techmarine (Evtor Klexus) - 4 PL
Repulsor (Gregor Maximus) - 16 PL
Vindicator (Factorem Exitium) - 7 PL
Vindicator (Exocis Ruinas) - 7 PL
We’ve built up the initial force, this force like the original is based around transports with elite melee units, this time it is backed up by mobile firepower. We’ll put Black Murder high in the sky along with Vykar Kaed, all the other characters in the list go with Mortal Screams inside Gregor Minimus, Exosus Eviscero go inside Gregor Maximus. Eternal Warrior is going to come in handy when we fire our Vindicators if we roll a low number of hits or when we attempt to charge with our melee elements. Fleet, isn’t as essential in this list as it is in the first, but being able to rapidly move one of our jump pack units 24” in one turn could come in handy when taking an objective or after clearing out one part of the table. Preferred Enemy is nice because we have relatively few CPs from our formations, our wealth of characters are sure to generate more. Rage is essential in a melee list such as this, especially for Exosus Eviscera, Shrouded is awesome for protecting our transports until they can spit out the elite assault units close to the enemy.
Taking Stratagems Based on Your Army[edit | edit source]
Instead of building an army around a set of five Stratagems you might build a force and then select suitable stratagems.
Canoptek Wraiths and C'tan[edit | edit source]
Catacomb Command Barge with warscythe and tesla cannon
C’tan Shard of the Deceiver
C’tan Shard of the Nightbringer
6 Canoptek Wraiths
6 Canoptek Wraiths
5 Canoptek Wraiths with particle casters
Transcendent C'tan
Transcendent C'tan
The Catacomb Command Barge and The C’tan Shard of the Nightbringer can both shoot, but ideally, they want to be in close combat, we can discard Slow and Purposeful. We don’t have any psykers so we can discard Mastery Level II. All our units have high Leadership and our unit sizes are small therefore we can discard Fearless. Sniper could work well with the C’tan Shard of the Nightbringer, but the usage is very limited. We only have one non-unique character, so taking more relics is not going to be an option, Unique goes out the window. Outflank is best if your list includes slow units since this list is composed entirely of fast units we will not be having problems getting around the table, we are better off just taking more units on the table at the start of the game instead of tying up points in Reinforcement Points.
This list offers very few CP and some strong melee characters, Preferred Enemy seems like a good idea. We have lots of big tough units, making them even tougher with Feel No Pain seems great. Eternal Warrior is going to be essential in case we fail a charge or fail to activate Antimatter Meteor on 2+ to do D3 Mortal Wounds or fail a Wound roll for the Nightbringer, with an AP of -4 and a Damage of D6 we would be remiss not to take Eternal Warrior. Rage in a melee list like this is a must.
Adamantium Will, Counter-attack, Hit & Run, Infiltrate and Shrouded could all become useful and are all equally valid. Because the army relies on invulnerable saves it would be a good idea to take Adamantium Will to protect the expensive units from the Smite psychic power.
Adamantium Will, Eternal Warrior, Feel No Pain, Rage and Preferred Enemy are our final selections.