The Angrier Initiative: Difference between revisions
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===WARSCAPER DRONE=== | ===WARSCAPER DRONE=== | ||
Choose a single '''DRONE''' in your army at the start of the battle. Enemy units within 6" of the selected model do not benefit from Cover. | Choose a single '''DRONE''' in your army at the start of the battle. Enemy units within 6" of the selected model do not benefit from Cover. | ||
==WARLORD TRAITS== | ==T´AU WARLORD TRAITS== | ||
If the Warlord of your army is a '''T’AU EMPIRE CHARACTER''', you can pick their Warlord Trait from the | If the Warlord of your army is a '''T’AU EMPIRE CHARACTER''', you can pick their Warlord Trait from the T´au Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait. | ||
===1. THROUGH UNITY, DEVASTATION=== | ===1. THROUGH UNITY, DEVASTATION=== | ||
If a non-'''DRONE''' '''<SEPT>''' unit is destroyed within 6" of your Warlord your Warlord may re-roll failed Hit rolls until the end of the game. | If a non-'''DRONE''' '''<SEPT>''' unit is destroyed within 6" of your Warlord your Warlord may re-roll failed Hit rolls until the end of the game. | ||
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When deploying your Warlord you may put your Warlord on the hunt. At the start of the first game round you may deploy your Warlord anywhere in your Deployment Zone. | When deploying your Warlord you may put your Warlord on the hunt. At the start of the first game round you may deploy your Warlord anywhere in your Deployment Zone. | ||
===3. EXEMPLAR OF THE SELFLESS CAUSE=== | ===3. EXEMPLAR OF THE SELFLESS CAUSE=== | ||
Friendly units within 6" of your Warlord automatically pass Morale tests. | |||
===4. IN CRISIS, SALVATION=== | ===4. IN CRISIS, SALVATION=== | ||
Once per game at the start of your Movement phase a friendly '''CRISIS''' unit may arrive with the Manta Strike ability anywhere entirely within 3" of your Warlord instead of more than 9" away from enemy units.. | Once per game at the start of your Movement phase a friendly '''CRISIS''' unit may arrive with the Manta Strike ability anywhere entirely within 3" of your Warlord instead of more than 9" away from enemy units.. | ||
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===FAL'SHIA SEPT=== | ===FAL'SHIA SEPT=== | ||
'''Predator of the Skies:''' Your Warlord may re-roll failed Hit rolls against units that can '''FLY'''. | '''Predator of the Skies:''' Your Warlord may re-roll failed Hit rolls against units that can '''FLY'''. | ||
===FARSIGHT ENCLAVES=== | ===FARSIGHT ENCLAVES=== | ||
''' | '''Through Boldness, Victory:''' Your Warlord may re-roll failed Hit rolls of 1 while within 12" of any enemy units. | ||
===T'AU SEPT=== | ===T'AU SEPT=== | ||
'''Through Surety, Destruction:''' Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2). | '''Through Surety, Destruction:''' Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2). |
Revision as of 09:28, 28 December 2017
Wew lads. GW sure screwed the pooch again. Tried so hard but in the end, they committed balance suicide by making the codices give buffs without costs, effectively nerfing all the factions which haven't been updated including the most important one. Of course, I got even angrier than I was with 7th edition because 8th edition seemed pretty great, alas here I am again this time with a project I can hopefully get done in a week or two from now.
So what is this? Well, it attempts to bring a buff to all factions that is roughly equal to the buff the Space Marine Codex gave everyone's favourite faction. This means that I assume the game is balanced without Space Marines getting free special rules for most of their units, a free relic and a boatload of new Stratagems. Of course, this might not be the case, Space Marines might have needed a buff and so while they had initially planned to increase the points costs to balance out the new buffs, they found that the Space Marines were so underpowered that they needed all these buffs just to be as strong as the competition. Tournament results disagree.
There will be no updated points costs, there will be no math. Only a bunch of stuff that has more or less been copy pasted from Codex Space Marines or an earlier codex of the relevant faction. Hopefully, it roughly matches the power-level of the newest codex.
ALL FACTIONS
All Troops choices in a battle-forged list gain the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have fewer models than your opponent within 3” of the objective unless at least one of those enemy models also has the Objective Secured ability.
ADEPTUS MINISTORUM
DEATHWATCH
STRENGTH IN DIVERSITY
If all units in a Detachment have the DEATHWATCH faction keyword it is a Deathwatch Detachment. At the start of the game if your army contains any Deathwatch Detachments your opponent must select two of the abilities listed below. All BIKE, INFANTRY and DREADNOUGHT units in a Deathwatch Detachment gain the relevant abilities.
- Alien Slayers: In any turn in which a unit with this ability charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.
- Fortification Crushers: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by models with this ability. In addition, you can re-roll any failed wound rolls for units with this ability when they are targeting a Building.
- Will of Man: Roll a dice each time a model with this ability loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
- No Quary for the Alien: You may use the Counter-attack Stratagem any number of times each turn as long as all uses of the Stratagem are on units with this ability, you only use CP on the first use.
- Discipline of Man: Add 1 to the Leadership characteristic of all models with this ability. In addition, units with this ability can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.
- Night Fighters: Your opponent must subtract 1 from any hit rolls when shooting at units with this ability if they are more than 12" away.
STRATAGEMS
ARMOUR OF CONTEMPT
1 CP: Use this Stratagem when an ADEPTUS ASTARTES VEHICLE suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.
AUSPEX SCAN
2 CP: Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your ADEPTUS ASTARTES Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
DEATH TO TRAITORS
1 CP: Use this Stratagem when an ADEPTUS ASTARTES unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
EMPYRIC CHANNELING
Use this Stratagem at the start of a Psychic phase if an ADEPTUS ASTARTES PSYKER is within 6" of at least 2 other friendly PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
FLAKK MISSILE
1 CP: You can use this Stratagem just before a friendly ADEPTUS ASTARTES Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
HELLFIRE SHELLS
1 CP: Use this Stratagem just before an ADEPTUS ASTARTES INFANTRY model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
HONOUR OF THE CHAPTER
3 CP: Use this Stratagem at the end of the Fight phase. Select an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit – that unit can immediately fight for a second time.
MASTERFUL MARKSMANSHIP
1 CP: Use this Stratagem when a Kill Team is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
ONLY IN DEATH DOES DUTY END
2 CP: Use this Stratagem when an ADEPTUS ASTARTES CHARACTER is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).
ORBITAL BOMBARDMENT
3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have an ADEPTUS ASTARTES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.
RELICS OF THE CHAPTER
1/3 CP:
TREMOR SHELLS
1 CP: Use this Stratagem when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during its next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on TITANIC units and units that can FLY.
WISDOM OF THE ANCIENTS
1 CP: Use this Stratagem at the start of any phase. Select a friendly ADPEPTUS ASTARTES DREADNOUGHT. Until the end of the phase, you can re-roll all hit rolls of 1 for units within 6" of that Dreadnought.
WARLORD TRAITS
If the Warlord of your army is an ADEPTUS ASTARTES CHARACTER, you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
1. ANGEL OF DEATH
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
2. THE IMPERIUM'S SWORD
Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
3. IRON RESOLVE
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord shrugs off the damage and does not lose the wound.
4. STORM OF FIRE
Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
5. RITES OF WAR
Friendly units within 6" of your Warlord automatically pass Morale tests.
6. CHAMPION OF HUMANITY
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.
CHAPTER RELICS
If your army is led by a Space Marines Warlord, you may give one of the following Chapter Relics to a Space Marine CHARACTER in your army. Named characters such as Marneus Calgar already have one or more artefacts, and cannot be given any of the following relics.
Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Chapter Relics your characters may have on your army roster.
STANDARD OF THE EMPEROR ASCENDANT
Company Ancient, Chapter Ancient or Primaris Ancient only. If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly <CHAPTER> models within 6" of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6" of the bearer, friendly ADEPTUS ASTARTES models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic.
TEETH OF TERRA
Models with a chainsword only. The Teeth of Terra replaces the bearer’s chainsword and has the following profile: WEAPON RANGE TYPE S AP D
Teeth of Terra Melee Melee +1 -2 2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.
THE ARMOUR INDOMITUS
The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer’s saving throws, you can choose to activate the armour’s force field. When you do so, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.
THE BURNING BLADE
Models with a power sword or master-crafted power sword only. The Burning Blade replaces the bearer’s power sword or master- crafted power sword, and has the following profile: WEAPON RANGE TYPE S AP D
The Burning Blade Melee Melee +2 -5 1
THE SHIELD ETERNAL
Model with a storm shield or combat shield only. The Shield Eternal replaces the model’s storm shield or combat shield. This relic grants the bearer a 3+ invulnerable save, and any damage they suffer is halved (rounding up).
THE PRIMARCH'S WRATH
Models with a boltgun or master-crafted boltgun only. The Primarch’s Wrath replaces the bearer’s boltgun or master-crafted boltgun and has the following profile: WEAPON RANGE TYPE S AP D
Primarch’s Wrath 24" Rapid Fire 2 5 -1 2
TOME OF MALCADOR
PSYKER only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline (pg 202).
LIBRARIUS DISCIPLINE
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
1. VEIL OF TIME
Veil of Time has a warp charge value of 6. If manifested, pick an ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
2. MIGHT OF HEROES
Might of Heroes has a warp charge value of 6. If manifested, select an ADEPTUS ASTARTES model within 12". Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.
3. PSYCHIC SCOURGE
Psychic Scourge has a warp charge value of 6. If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.
4. FURY OF THE ANCIENTS
Fury of the Ancients has a warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
5. PSYCHIC FORTRESS
Psychic Fortress has a warp charge value of 5. If manifested, select a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
6. NULL ZONE
Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
DRUKHARI
COVEN TACTICS
ALTERED
Anatomy Shifters: Do not write down what wargear ALTERED units are armed with when making your army list, instead simply make sure you enough leftover points to give them the cheapest wargear loadout available to them. During deployment you may use any leftover points you have to equip ALTERED units with wargear available to them.
BLACK DESCENT
Wicked Games: Enemy units may not Fall Back the turn after being successfully charged by a BLACK DESCENT unit. BLACK DESCENT units may charge in the same turn they Fall Back.
COVEN OF TWELVE
The Ending is Paramount: COVEN OF TWELVE units add +1 to their Wound rolls when attacking CHARACTER units.
DARK CREED
Scared to Death: Enemy units within 6" of a DARK CREED unit but more than 1" away from all DARK CREED unit suffer a -3 penalty to their Ld.
EBON STING
Black Toxin: At the end of each Fight phase all enemy models that are not VEHICLES which have suffered one or more unsaved Wounds this turn from an EBON STING unit suffers a single mortal wound.
EVERSPIRAL
Worsening Depravity: EVERSPIRAL units do not receive any benefits from the Power From Pain ability on the first turn but instead the benefits of the first two turns on the second turn and receive all the benefits from turn 3 onward. After turn 3, add the turn number to Advance and Charge rolls for EVERSPIRAL units.
HEX
Curse Crafters: Once per turn each HEX unit may invoke a curse by forcing an enemy unit within 6" to re-roll a single successful hit, wound or save roll.
PROPHETS OF FLESH
Fortune Favours the Depraved: Each time a PROPHETS OF FLESH unit destroys a unit in the Shooting phase or in the Fight phase you gain a single Command Point.
CULT TACTICS
CURSED BLADE
Cuthroat Mentality: CURSED BLADE units can re-roll failed Wound rolls in the Fight phase on the turn they Charge.
JADED BLADE
Blade in Your Back: When Charging enemy units that are already engaged in close combat roll 3D6 and discard the lowest result to determine the charge range of JADED BLADE units.
RED GRIEF
Deadly Plunge: Increase the invulnerable save of all RED GRIEF units by +1 during your turn (to a minimum of 6+) and decrease it by -1 during your opponent's turn. RED GRIEF units may Fall Back and Advance in the same turn.
STRIFE
Epitome of Speed: STRIFE units always count as having Charged in the Fight phase but do not benefit from the Combat Drugs ability.
SEVENTH WOE
Big Game Hunters: Add +1 to the Wound rolls of SEVENTH WOE units on the turn they charge or when attacking MONSTROUS CREATURES.
TWISTED KNIFE
Tour Guides of Suffering: Friendly DRUKHARI units that are not VEHICLES within 3" of a TWISTED KNIFE unit gain the benefit of cover if at least half their models benefit from cover.
WITHERED BLADE
Twisted Slavers: Enemy units within 1" of one or more WITHERED BLADE units may not Fall Back.
WRATH UNBOUND
No Escape: Enemy units engaged against two or more WRATH UNBOUND units subtract 1 from their Hit rolls and may not Fall Back.
KABAL TACTICS
Each Kabal has developed unique ways of inflicting fear and suffering that best satiates their thirst for pain.
BLACK HEART
Unassailable Strength: All Black Heart units and all Transports containing Black Heart units must be deployed before your opponent starts deploying. Add 1 to Wound Rolls of Black Heart units.
BROKEN SIGIL
Fearmongers: Enemy units within 3" of one or more Broken Sigil units subtract 1 from their Ld.
DYING SUN
Overweening Pride: Dying Sun units automatically pass Morale tests. Your opponent must subtract 1 from Hit rolls when shooting at Dying Sun units with the Power From Pain ability more than 12" away after the third battle round.
IRON THORN
Airborne Armada: Add +1 to Hit rolls for Iron Thorn units embarked upon a Transport.
LAST HATRED
Forbidden Arts: Add one to the current battle round when determining the effect of the Power From Pain ability on Last Hatred units.
OBSIDIAN ROSE
Armsdealers: You can re-roll a single failed to hit roll and a single failed wound roll made for a Obsidian Rose unit with this tactic each time it shoots or fights.
POISONED TONGUE
Underhanded: You may choose to wait deploying all Poisoned Tongue units and Transports containing one or more Poisoned Tongue units until after your opponent has finished deploying.
SEVERED
Webway Mastery: During deployment, SEVERED units and Transports containing Severed units may be deployed in the Webway instead of deploying normally. At the end of any of your Movement phases, the unit may enter the battlefield through the webway – set it up anywhere on the battlefield that is more than 18" away from any enemy models.
DRUKHARI STRATAGEMS
BLOODY GAMES
3 CP: 1 CP: Use this Stratagem at the end of the Fight phase. Select a <CULT> unit – that unit can immediately fight for a second time.
CHEM BOMBARDMENT
1 CP: Use this Stratagem at the start of your turn while your BROKEN SIGIL Warlord is alive. Until the end of the turn enemy units in your opponent's deployment zone subtract 1 from their Ld.
COMBAT STIMMS
1 CP: Use this Strategem at the start of your turn. A single friendly <KABALITE> unit within 24" of your Warlord benefits from the Combat Drugs ability until the end of this turn. If you haven't already rolled for the effect of Combat Drugs this game, do so now.
CORPSETHIEF CLAW
3 CP: Use this Stratagem after deployment but before the first game turn. Choose 5 TALOS that are all within 12" of at least four other TALOS they can make a move before the game begins.
CRUEL SPORT
1 CP: Use this Stratagem when a unit suffers an unsaved wound from a <KABAL> unit in the Shooting phase. Each time another unit from the same <KABAL> causes one or more unsaved wounds the unit lowers its Leadership by -1 until the end of the turn.
DARK ARTISAN
1 CP: Use this Stratagem when a CRONOS or TALOS declares a charge while within 6" of a HAEMONCULUS, that CRONOS or TALOS adds +1 to its hit rolls and charge rolls this turn.
DEATH DENIED
3 CP: Use this Stratagem when a DRUKHARI character is removed from the table, the character is not destroyed but is instead placed in a regeneration chamber. Roll a D6 at the end of each of your Movement phases. On a roll of 5 or more, the character is returned to life and may enter the battlefield anywhere more than 9" away from any enemy models. Add 1 to the roll for each failed roll you've made to resurrect the character this game. The character counts as having been destroyed if it does not enter the battlefield before the game ends.
DEATHDEALERS
1 CP: Use this Stratagem just before an OBSIDIAN ROSE Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a splinter weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a splinter weapon is any weapon profile whose name includes the word ‘splint’ (e.g. Splinter pistol, splinter rifle and splinter cannon).
DEVIOUS TRAPPERS
1 CP: Use this Stratagem when a DRUKHARI unit that does not have the FLY keyword Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
FORBIDDEN ARTEFACTS
3 CP: Use this Stratagem at the start of your opponent's Shooting phase: your opponent must subtract 1 from Hit rolls when shooting at DYING SUN units more than 12" away until the end of the turn.
FREAKISH SPECTACLE
1 CP: Use this Stratagem when an enemy unit passes its Morale test within 6" of a <COVEN> unit, you may force your opponent to re-roll the Morale test.
GLORIOUS PAIN
1 CP: Use this Stratagem when you fail an attempt to ignore a wound with the Power From Pain ability. Until the end of the turn that unit can re-roll all such failed attempts.
GROTESQUERIE
3 CP: Use this Stratagem before deployment if you army includes at least 1 HAEMONCULUS. Choose up to two units of GROTESQUES and roll on the table below.
- 1: The chosen units add +2 to their Strength characteristic.
- 2: The chosen units add +2 to their Toughness characteristic.
- 3: The chosen units add +3 to their Movement characteristic.
- 4: The chosen units add +1 to their Attacks characteristic.
- 5: The chosen units add +3 to their Save characteristic.
- 6: The chosen units add +1 to their Invulnerable saving throws.
HAYWIRE BOMBARDMENT
3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have a DRUKHARI Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every VEHICLE unit within D6" of that point. On a 2+, the unit being rolled for suffers D3 mortal wounds.
HAYWIRE GRENADE
1 CP: Use this Stratagem instead of attacking a VEHICLE normally with an ARCHON, DRACHON, SUCCUBUS or Syren. Make a single hit roll, if successful the target suffers D3 mortal wounds.
KIN-STRIFE
1 CP: Use this Stratagem when a LAST HATRED unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a CRAFTWORLD ELDAR unit or YNNARI unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
LIGHTNING STRIKE
1 CP: Use this Stratagem at the end of the Movement phase. Select a RED GRIEF unit that is embarked on a Transport, that unit can immediately disembark.
RARE DELICACY
2 CP: Use this Stratagem at the end of the Morale phase when an enemy unit with an Ld of 8 or more suffers one or more casualties in the Morale phase. All friendly units within 1" of the unit can immediately Fight but must direct all their attacks against the unit, any that cannot be directed against the unit are lost. Wounds caused in this way have no effect on Morale tests this turn or the next.
MASTER OF EPICUREANS
1 CP: Use this Stratagem before deployment by nominating one HAEMONCULUS. While the nominated model is within 6" of CRONOS friendly units of WRACKS within 12" of the nominated model ignore the first wound suffered each phase, this applies before the Power From Pain ability.
NIGHTBORN TERRORS
1 CP: Use this Stratagem at the end of your Movement phase to move a friendly unit of MANDRAKES to anywhere on the battlefield more than 9" away from any enemy models.
PAID IN KIND
3 CP: Use this Stratagem when an INCUBI unit attacks. Until the end of the Fight phase re-roll hit and wound rolls of 1 and add +1 to their Damage characteristic.
QUEENS OF BLOOD
1 CP: Use this Stratagem during the Fight phase if 3 or more SUCCUBUS models are engaged in close combat by choosing three SUCCUBI. The chosen models can re-roll hit and wound rolls until the end of the phase.
SCALPEL SQUADRON
2 CP: Use this Stratagem when a unit of WRACKS that started the game embarked on a VENOM is destroyed before your second turn. The unit is immediately placed in a regeneration vat and does not count as having been destroyed. At the start of your third Movement phase the unit may arrive anywhere in your deployment zone entirely within 3" of a table edge.
SHADOW RAY
1 CP: Use this Stratagem just before an IRON THORN RAVAGER model attacks in the Shooting phase while it is within 6" of at least two other IRON THORN RAVAGER models. You only make a single hit roll with each of the model's weapons this phase, however, each hit causes D3 mortal wounds.
SNAKETONGUE
X CP: Use this Stratagem while your Poisoned Tongue Warlord is alive when your opponent activates a Strategem by using the same amount of CP paid to use their Stratagem. Your enemy's Stratagem does not have any effect and cannot be used until the end of the current phase.
THE DAIS OF DESTRUCTION
3 CP: Use this Stratagem before the battle. Select a BLACK HAND RAIDER in your army. Replace this model’s RAIDER keyword with DAIS OF DESTRUCTION. Increase this model's Toughness to 7.
WEBWAY ASSAULT
1 CP: Use this Stratagem during deployment instead of deploying a unit normally. The unit hides in the webway instead of being deployed normally. At the end of any of your Movement phases the unit can make a webway assault - set them up anywhere on the battlefield that is more than 12" away from any enemy models.
YOU DARE?
1 CP: Use this Stratagem when an enemy unit fires at a unit of SQOURGES. Until the end of your next Fight phase that unit of SCOURGES can re-roll failed hit and wound rolls against the firing unit.
WARLORD TRAITS
If the Warlord of your army is a DRUKHARI CHARACTER, you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
1. ANCIENT TERROR
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
2. SHADOW STALKER
Your opponent may not fire Overwatch at your Warlord.
3. DEPRAVED TENACITY
Add 2 to the Wounds characteristic of your Warlord.
4. PARAGON OF EVIL
At the start of your Shooting phase you may nominate a single friendly DRUKHARI unit. Each time you roll a wound roll of 4 or more using a splinter weapon for that unit, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
5. MALIGNANT MASTERMIND
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
6. TROPHY HUNTER
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.
COVEN, CULT AND KABAL WARLORD TRAITS
If you wish, you can pick a Kabal Warlord Trait from the list below instead of the Drukhari Warlord Traits to the left, but only if your Warlord is from the relevant Kabal.
NAMED CHARACTERS AND WARLORD TRAITS
If a named character is your Warlord, they must be given the associated Warlord Trait of their Coven/Cult/Kabal. For example, if Lelith Hesperax is your Warlord, she would have the Strife’s Untouchable Warlord Trait.
ALTERED
Necrotoxic Scientist: All friendly ALTERED models within 6" may re-roll failed wound rolls against units which share one or more keywords with a unit your Warlord has destroyed.
BLACK DESCENT
Best Served Cold: When your Warlord Falls Back you may choose a CHARACTER and roll a D3, if the roll is higher than the Character's remaining number of wounds the Character is removed from play.
COVEN OF TWELVE
Warped Arms Race: When your Warlord is destroyed you may pick a COVEN OF TWELVE HAEMONCULI to be your Warlord. The new Warlord will also have this Warlord Trait.
DARK CREED
Master of Fear: You may force your opponent to re-roll any Morale test taken for a unit within 6" but more than 1" away from your Warlord.
EBON STING
Master of Pain Engines: At the start of the game you may nominate a friendly EBON STING TALOS. The nominated model may choose one of the following:
- BLACK JESTER: This model always wounds on a 2+ in the Fight phase while targeting a MONSTROUS CREATURE.
- IRON DERVISH: This model may make D3 additional attacks in the Fight phase while within 6" of 10 or more enemy model.
- DEATH STINGER: This model may re-roll failed hit rolls in the Shooting phase.
EVERSPIRAL
Soulhunger: Your Warlord loses a single wound at the end of each Fight phase unless they are within 6" of a CRONOS or 1" of an enemy model. Your Warlord regains a single wound lost earlier in the battle at the end of each Fight phase if they are within 6" of a CRONOS or 1" of an enemy model.
HEX
Artist of Depravity: You gain a single CP each time an enemy model is lost due to Morale while their unit is within 1" of your Warlord.
PROPHETS OF FLESH
Purity of Body, Depravity of Mind: Your Warlord may re-roll failed Charge, hit and wound rolls unless they are missing one or more wounds.
CURSED BLADE
Murderous Mistress: Add +1 to the Strength of your Warlord.
JADED BLADE
Dance of Air: Your Warlord may Shoot and Charge in the same turn as your Warlord Falls Back.
RED GRIEF
Deadly Plunge: Improve the AP of all your Warlord's melee attacks by 1.
STRIFE
Untouchable: Your Warlord can re-roll failed invulnerable saving throws of 1.
SEVENTH WOE
Dance of Shadows: Subtract 1 from the Attacks characteristic of enemy models in base contact with your Warlord.
TWISTED KNIFE
Pact Maker: Your Warlord can perform a Heroic Intervention if the enemy are within 6" (rather than 3") and can move up to 6" when doing so.
WITHERED BLADE
Master of Monsters: All friendly DRUKHARI BEAST units within 6" of your Warlord in the Fight phase can re-roll failed charge rolls.
WRATH UNBOUND
Strength in Numbers: Add +1 to your Warlord's Wound rolls while there are more friendly models within 12" than there are enemy models within 12".
BLACK HEART
Labyrinthine Cunning: Whilst your Warlord is alive, roll a dice each time your opponent spends a Command Point to use a Stratagem; on a 5+ you gain a CP.
BROKEN SIGIL
Taste of Fear: Add 1 to your Warlord's Wound rolls against units with no models that have a model with a Ld value above 6.
DYING SUN
Cold-blooded Calcuator: Roll a D6 at the end of each player turn; On a roll of 6+ you gain a single CP.
IRON THORN
Master Weaponsmith: Your Warlord may re-roll a single Hit or Wound roll each turn.
LAST HATRED
Beyond Death: Subtract 1 from the Damage value of any weapon to a minimum of 1 when calcuating how much damage dealth to your Warlord.
OBSIDIAN ROSE
A Fitting Servant: Your opponent may not Fall Back from within 1" of your Warlord.
POISONED TONGUE
Master Manipulator: Gain a single CP each time your opponent uses a Stratagem that your opponent has used previously in the battle. .
SEVERED
Unfettered Ambition: Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks).
RELICS OF AFFLICTION
CRUCIBLE OF MALEDICTION
One use only. The Haemonculus may choose to use the Crucible of Malediction at the start of the Shooting Phase. If he does, all psykers within 9" take a single strength D AP 2 hit, Brotherhoods of Psykers within 9" suffer a single hit.
KHAIDESHI HERMAVORES
A model equipped with the Khaidesi Haemovores makes 2D6 additional Attacks and are resolved at Strength 3 with AP-. These attacks do not benefit from any of the model's special rules (such as Furious Charge, Rending etc.). These Attacks are resolved during the Fight-sub-phase at the Initiative 4 step, and do not grant the model an additional pile-in move.
SYNDRIQ'S SUMP
At the beginning of each of his turns, the controlling player nominates one of the following special rules to apply to the bearer of Syndriq's Sump: Fleet, It Will Not Die, Poisoned (4+) or Rampage. The effects last until the start of the controlling player's next turn.
THE NIGHTMARE DOLL
The bearer of The Nightmare Doll adds +1 the Feel no Pain special he and his unit has (if it has one), to a maxiumum of Feel No Pain (4+). Furthermore, The Nightmare Doll automatically negates the first unsaved wound with the Instant Death special rule. However, once it has negated this wound, it ceases to function for the rest of the battle.
THE ORBS OF DESPAIR
Range S AP Type 8" 1 2 Assault 1, Blast, Instant Death
THE PANACEA PERVERTED
The bearer of the Panacea Perverted has the It Will Not Die special rule but passes these rolls on a 3+. Furthermore, attacks with the Poisoned special rule only ever inflict wounds on the bearer on the roll of a 6.
THE VEXATOR MASK
When fighting in a challenge, the bearer's opponent suffers a -5 penalty to their intitiative (to a minimum of 1)
RELICS OF AGONY
DJIN BLADE
Range S AP Type - User 3 Melee, Two-handed, Master-crafted, Shred, Betrayal, Sentient Blade
- Sentient Blade: While the bearer fights with the Djin Blade the bearer has +3 WS and +3 Initiative and the Counter-attack special rule.
- Betrayal: When the character wielding the Djin Blade has lost all but 1 wound, it is immediately removed from the table as the Djin Blade betrays its bearer and kills him!
THE HELM OF SPITE
All friendly units within 12" of a model armed with The Helm of Spite gain the Adamantium Will special rule. If an enemy psyker attempts to manifest a psychic power within 12" of a model armed with the Helm of Spite, the psyker will suffer a Perils of the Warp on the roll of any double when manifesting warp charges.
THE ARCHANGEL OF PAIN
Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the shooting phase. When he does so, each enemy unit within 9" of him must take a leadership test with a -2 penalty; a unit suffers a single wound with no armour or cover saves allowed for each point this test is failed by. Hits cannot be allocated to models with the Fearless special rule. Any excess Wounds are lost.
THE ANIMUS VITAE
Range S AP Type 8 6 3 Assault 1, Share the Pain, One Use Only
Share the Pain: If any unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Master of Pain Special rule.
THE ARMOUR OF MISERY
The Armour of Misery confers a 4+ Armour Save a 6+ Invulnerable save and the Fear Special rule. All enemy units within 6" of the bearer suffer a -2 Leadership penalty
GENESTEALER CULTS
CULT SCHEMES
GHOSAR QUINTUS
Until Salvation: Roll a dice each time a GHOSAR QUINTUS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
RELICS OF THE CULTS
LUCK CHARM
Once each player turn the bearer may re-roll a single failed To Hit, To Wound or saving throw roll.
HARLEQUINS
MASQUE PERFORMANCES
DUSKFIRE
Until Dusk Burns: Roll a dice each time a DUSKFIRE model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
RELICS OF THE MASQUES
LUCK CHARM
Once each player turn the bearer may re-roll a single failed To Hit, To Wound or saving throw roll.
IMPERIAL KNIGHTS
HOUSE EDICTS
If your army is Battle-forged, units with the appropriate keyword will receive the CHARACTER keyword and the corresponding House Edict, detailed opposite, so long as every other unit in their Detachment is from the same House. If you have chosen a House that does not feature on this list, you can choose the protocol that best suits the fighting style and battlefield strategies of the Imperial Knights that hail from it.
HOUSE KRAST
Judgment of Krast: Units with this edict can re-roll failed Charge rolls.
HOUSE MORTAN
Valor of Mortan: In any turn in which a HOUSE MORTAN unit with this edict charged, was charged or made a Heroic Intervention, you may add 1 to its wound rolls in the Fight phase.
HOUSE RAVEN
Dominance of Raven: HOUSE RAVEN units with this edict add 1 to any armour saving throws they make while within 6" of another HOUSE RAVEN unit with this edict.
HOUSE TARANIS
Will of Taranis: Roll a dice each time a HOUSE TARANIS model with this edict loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
HOUSE TERRYN
Conquest of Terryn: HOUSE TERRYN units with this edict may move an additional 3" each time they Pile In and Consolidate.
HOUSE VULKER
Might of Vulker: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by HOUSE VULKER models with this edict. In addition, you can re-roll any failed wound rolls for HOUSE VULKER units with this edict when they are targeting a Building.
STRATAGEMS
EXPERIMENTAL WEAPONRY
2 CP: Use this Stratagem at the start of the battle by selecting a weapon one of your QUESTOR MECHANICUS models are armed with. double the Damage value of any Wound rolls of 6+ when using the chosen weapon.
FULL TILT
1 CP: Use this Stratagem when Advancing with a QUESTOR MECHANICUS model, add 2D6" to the distance it can Advance this turn.
HEIRLOOMS OF THE KNIGHTLY HOUSES
1/3 CP:
HIGH KING
3 CP: Use this Stratagem before the battle. Select a QUESTOR MECHANICUS model in your army. The selected model changes its WS and BS to 2+. You can only use this Stratagem once.
HONOUR THE HOUSE
1 CP: Use this Stratagem at the start of your turn by selecting a QUESTOR MECHANICUS model, that model gains the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have fewer models than your opponent within 3” of the objective unless at least one of those enemy models also has the Objective Secured ability.
IONIC SHIELDWALL
1 CP: Use this Stratagem at the start of your opponent's Shooting phase by choosing a QUESTOR MECHANICUS model, until the end of the phase all <HOUSEHOLD> models withing 6" of the chosen model can re-roll invulnerable saving throws of 1.
KNIGHT COMMANDER
1 CP: Use this Stratagem before attacking a CHARACTER with your QUESTOR MECHANICUS Warlord. You may re-roll all failed Hit rolls against that CHARACTER this turn.
KNIGHTLY VASSALS
2 CP: Use this Stratagem when an opponent succesfully charges your Warlord, choose a QUESTOR MECHANICUS model, that model can immediately move 6" in any direction as long the model ends its move close to your Warlord and more than 1" from enemy models.
MACHINE SPIRIT RESURGENT
1 CP: Use this Stratagem at the start of any turn. Pick an ADEPTUS MECHANICUS VEHICLE or QUESTOR MECHANICUS unit from your army. Until the end of this turn, use the top row of the model's damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
PREICISION BOMBARDMENT
1 CP: Use this Stratagem before rolling for a random number of shots for a weapon fired by a QUESTOR MECHANICUS model. Roll 2 extra dice and discard the two lowest results when determining the number of shots.
PROTECT THE HOUSE
1 CP: Use this Stratagem after declaring a Charge against a unit in your Deployment zone, the Charge is automatically succesful with the lowest required roll to succesfully Charge. This Stratagem cannot be used if you Charged more than one unit.
ROTATE ION SHIELDS
1 CP: Use this Stratagem when an enemy unit targets a QUESTOR MECHANICUS unit from your army that has an invulnerable save. You can add 1 to any invulnerable saving throws made for that unit until the end of the phase.
SKYREAPER
1 CP: Use this Stratagem before firing with a QUESTOR MECHANICUS model against an enemy flyer, add +1 to the Hit rolls of that model against FLYERS this turn and subtract 1 from its Hit rolls against models that are not FLYERS this turn.
TITAN KILLER
1 CP: Use this Stratagem before attacking a TITANIC model in the Fight phase with a QUESTOR MECHANICUS model. Add +1 to the Damage characteristic of all attacks made against that TITANIC model this turn.
WITHERING FIRE
1 CP: Use this Stratagem before shooting with a KNIGHT WARDEN improve the AP of all weapons fired by it by 1 until the end of the Shooting phase.
WRATHFUL ONSLAUGHT
3 CP: Use this Stratagem before attacking with a KNIGHT GALLANT that charged this turn add D3 to the number of attacks it can make this turn.
QUESTOR SCRYERSKULL
1 CP: Use this Stratagem at any time to do one of the following: reveal D3 hidden set-up markers (if your opponent is using Concealed Deployment); identify a Mysterious Objective anywhere on the battlefield; or in the Shooting phase to Shoot with a QUESTOR MECHANICUS unit from your army without the penalties to your hit rolls from the Dawn Raid, Low Visibility or Cover of Darkness rules.
WARLORD TRAITS
LANDSTRIDER
FAVOURED OF THE OMNISSIAH
EXEMPLAR OF THE JOUST
CUNNING COMMANDER
ION BULWARK
KNIGHT SENESCHAL
RELICS OF THE HOUSES
BANNER OF MACHARIUS TRIUMPHANT
CODEX BIOLOGIS
HOUSE MORTAN model only.
HELM OF THE NAMELESS WARRIOR
MARK OF THE OMNISSIAH
RAVAGER
SANCTUARY
THE PARAGON GAUNTLET
NECRONS
DYNASTIC PROTOCOLS
When the war in heaven was completed and the C'tan destroyed for their abuse of the Necrontyr the Silent King absolved his influence that had won the Necrons the war and gave them, or at least the nobility, back their free will. This means that in-fighting is once again complete and Necrons no longer follow a single code of combat, instead the eccentricities of the nobles of each Necron Dynasty shapes the way in which that particular dynasty wages war.
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Protocol, detailed opposite, so long as every other unit in their Detachment is from the same dynasty. If you have chosen a dynasty that does not feature on this list, you can choose the protocol that best suits the fighting style and battlefield strategies of the nobility that hail from it.
SARNEKH
Sarnekh is ruled Thaszar the Invincible known by his moniker the Pirate King, for he did not achieve his dynasty through an ancient lineage linked to the Necrontyr nobility of old, but through stealing the crown while Sarnekh's true leadership continued their slumber. Sarnekh's armies are as ruthless and honourless as their dreaded leader.
Honourless: Whenever a unit with this protocol Advances it moves an extra 2" in addition to the distance rolled (BIKER units with the Turbo-boost ability, therefore, move an additional 8" when Advancing). In addition, units with this protocol can still charge in a turn in which they Fell Back.
SAUTEKH
While the nobility of Sautekh were squabling among themselves Imotekh quickly seized the initiative and ruthlessly crushed any opposition. To many in the Imperium the Sautekh dynasty embodies the Necrons, once the third strongest dynasty through Imotekh's fast expansion of his empire it is now the most powerful dynasty in all of the galaxy. The rulers of Sautekh give their opposition three options, flee before our ever growing empire, join us in servitude or die.
Servitude or Death: After deployment, you may choose a number of enemy units including more than one model equal to or lower than the number of units in your army with this protocol, roll 2d6 for each chosen unit and subtract the lowest Wound characteristic in the unit from the result. If the result exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. Your opponent chooses which models flee from the units you chose.
MAYNARKH
The Maynarkh dynasty is ruled by the female Phaerekh Xun'bakyr, but she is rarely seen on the battlefield, rumour has it that she as many among her dynasty has been inflicted with the flayer virus, a curse granted from a dying C'tan. The Maynarkh favour a straight forward way of war, while others look down on them for their lack of subtley, none can deny the effectiveness of this dynasty which has given them their reputation as exterminators, for they leave none alive to tell of their victories, but the skinned flesh that adorns the streets of Maynarkh's tomb worlds tell a long and grim tale.
Corpse Party: Models with this protocol can re-roll failed charge rolls.
MEPHRIT
The Mephrit Dynasty stands leaderless, while several Overlords vie for the title of Phaeron, Zarathusa the Ineffable seems the most likely candidate. The leadership of Mephrit are pitiless, they had to be, for they were tasked with wiping out the most troublesome of the Triarch's foes using ancient technology that overcharged stars causing them to go supernova and destroy any life in the starsystem. While they loathe to use this technology, the effeciency with which they slew their enemies in ancient times still shines through to this day.
Pitiless Efficiency: Models with this protocol can re-roll hit rolls of 1 against units which have suffered one or more casualties this turn. When shooting at a unit affected by a Triarch Stalker's Targeting Relay ability you can re-roll all hit rolls against units which have suffered one or more casualties this turn.
NOVOKH
Novokh is a newly awakened and aggressive dynasty, they have faced the Orks numerous times since their awakening, trying to outwit these beasts proved futile, the only thing that proved effective was an immediate and overwhelming show of force, an art the rulers of the Novokh dynasty has perfected. Their armour is painted red in memory of the ancient rites of their dynasty, the bloodlust hidden deep in the code of some Necrons when they do battle is no more evident than among the soldiery of the Novokh dynasty.
Memories of Blood: Add +1 to Hit rolls for units with this protocol while they are entirely outside your deployment zone. A unit affected by this protocol cannot be affected by the My Will Be Done or Wave of Command abilities.
NEPHREK
Nephrek is the wealthiest among all the dynasties, their ruler as effective at organizing industry as he is at waging war. The worlds near the galactic core which the Nephrek call their home are heavy with precious and rare metals which the Nephrek use to make the finest living metal known among any dynasty. The home system of the Nephrek has three suns, a celestial organization that normally cannot persist, the Nephrek harvest the gravitational force that should collapse the stars into a single superstar to fuel their powerful economy.
Solar Masters: Add +1 to the saving throws of units with this protocol against ranged attacks with an AP of -2 or better. CANOPTEK WRAITHS and C'TAN except Tesseract Vaults are unaffected.
NIHILAKH
The Nihilakh dynasty is ruled by Trazyn the Infinite, a madman obsessed not with conquering the universe but with collecting artifacts of history. The crownworld of Nihilakh is filled with warriors of various epic and important battles forever locked in stasis for the amusement of Trazyn. The Nihilakh only ever wage war when their phaeron finds a new object or equally often beast or person to add to his collection or when a fool dares enter the Nihilakh dynasty's territories. It is a foolish thing indeed, for the armies Nihilakh stand unblemished and ready for war, having not been forced to wage wars of conquest like the armies of other dynasties have. The tomb worlds of Nihilakh are filled with various contraptions which increase the defensibility of their worlds, the key being ressurection amplifiers that make the forces of Nihilakh all but indestructible in defence, ensuring Trazyn's collection is left untouched by those unworthy.
Resurrection Hub: Add +1 to Reanimation Protocol rolls for units with this protocol while they are entirely within your deployment zone. A unit cannot both be affected by this protocol and the Technomancer ability. Units with this protocol regain 1 additional wound with the Living Metal ability than they otherwise would.
THOKT
The Thokt dynasty makes its home within the Hyrakii Deeps a region known for emitting strange types of radiation, while the lesser races remain confounded by this radiation, the Thokt Crypteks have deciphered the underlying code within this radiation and have used it as a power source for a defensive technology that punishes any who would destroy the Phaeron's property.
Exotic Energy: When a model with this protocol is destroyed in the Fight phase it inflicts a number of automatic hits at its own Strength AP0 D1 to the unit that destroyed it equal to its W characteristic.
STRATAGEMS
ADAPTIVE SUBROUTINES
When a Tomb World is assaulted it is the Canoptek Harvests that initiate contact with the enemy, their jobs are two-fold, to obtain information about the enemy and to destroy them if possible. The Canoptek Spyders lead the Canoptek defenders of the Necrons' tombs, their intellect is relatively small, but they can network with nearby Canoptek units to create a networked artificial intelligence far greater than the sum of its parts.
2 CP: Use this Stratagem at the start of your turn by choosing a CANOPTEK unit within 6” of a CANOPTEK SPYDER unit, that unit can advance, shoot and charge in the same turn this turn. In addition, the chosen gain the Reanimation Protocols ability this turn.
BLOOD RITUAL
The Novokh dynasty certainly was not the only dynasty making use of bloody rituals in the time before the biotransference, but most dynasties have cast aside such rituals as illogical superstition. That said, it is hard to deny the effect on both the warriors of Novokh and its enemies when the elite forces of Novokh engage their enemy smeared in bloody tatoos.
1 CP: Use this Stratagem in the Fight phase just before a friendly NOVOKH LYCHGUARD or NOVOKH IMMORTAL unit fights. That unit can make one additional attack for each casualty it causes with when it fights this Fight phase (these bonus attacks cannot themselves generate any further attacks).
FLENSING SCARABS
No larger than the biting insect they resemble, Maynarkh Crypteks assign these murderous machines to larger bodies of the dynasty's troops to assist in the bloodletting and the rendering down of bodies for prompt harvesting.
3 CP: Use this Stratagem at the end of the Fight phase. Select a MAYNARKH unit that unit can immediately fight for a second time.
DEATH KNELL
Too heavy to be wielded by the lesser forms of mortal men, the Necrons make the most of this heavy energy weapon. Even with the Necrons incredible strength each strike must be made to count.
1 CP: Use this Stratagem when a model armed with a warscythe is about to attack, instead of rolling to wound as normal each succesful hit inflicts a single mortal wound.
EXTERMINATION PROTOCOLS
Destroyers are drawn together by their shared hatred of all living things. Alone Destroyers are killing machines without equal, but when drawn together in a Destroyer Cult they are a restless plague upon all beings that draw breath.
3 CP: You can use this Stratagem at the start of your turn by choosing a friendly DESTROYER LORD. All friendly DESTROYER units within 6” of the chosen model add +1 to their to wound rolls.
HARBINGER OF DESPAIR
Otherwise known as psychomancers these Crypteks are highly sought after for they understand living beings to a degree that few among the Necrons can claim to. These masters of psychology wield their knowledge as a weapon against the living.
3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF DESPAIR: Enemy units that suffer one or more casualties from a <DYNASTY> unit within 3” of this model suffer a -1 to their Ld until the end of the turn.
HARBINGER OF DESTRUCTION
Plasmancers are not subtle beings, for they choose to wield raw energy rather than go to the trouble of binding it into other forms. Thus they are known as Harbingers of Destruction, as that is their gift to the galaxy.
3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF DESTRUCTION: Friendly <DYNASTY> units within 3” of this model can re-roll wound rolls of 1 in the Shooting phase.
HARBINGER OF ETERNITY
Knowledge of the future is a hard thing to come by, while other races must harbour dangerous psychic beings in order to gain this most sought after knowledge, the Crypteks known as Chronomancers have mastered quantum computation to a degree that allows them to predict and even alter the strings of fate.
3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF ETERNITY: Once each game round a friendly <DYNASTY> unit within 3” of this model can re-roll a single roll.
HARBINGER OF THE STORM
Ethermancers have a keen understanding of the behaviour of weather phenomena, both arcane and mundane, this knowledge is always convenient for a Necron Warlord. But the true extent of their knowledge and power is revealed when they predict enemy reinforcements long before their arrival by reading the winds of the battlefield.
3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF THE STORM: When an enemy unit arrives as reinforcements within 12” of a friendly <DYNASTY> unit within 3” of this model the unit within 3” of this model can immediately shoot at the enemy unit as if it were the Shooting phase.
HARBINGER OF TRANSMOGRIFICATION
Adepts of geomancy and masters of the science of alchemy, Harbingers of Transmogrification can adapt the layout of the battlefield to quickly raise defensive positions and to reinforce existing battlelines.
3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF TRANSMOGRIFICATION: Friendly <DYNASTY> units within 3” of this model benefit from cover against shooting attacks if at least half the models in the unit would be in cover against the shooting attack.
HONOUR PROTOCOLS DISENGAGED
The use of Deathmarks is a highly frowned upon protocol, most dynasties get around the tabboo of using Deathmarks in battle by categorising military conflicts as extermination campaigns rather than proper wars. The Sarnekh dynasty is one of a select few dynasties that disregard the ancient honour protocols entirely and make full use of these expert assasins.
1 CP: Use this Stratagem when a SARNEKH DEATHMARK unit is chosen to attack in the Shooting phase. The unit can re-roll wound rolls of 1 against CHARACTERS this turn and can re-roll all failed wound roll against CHARACTERS more than 12" away.
JUDICIAL PROTOCOLS
When the Silent King first witnessed the Great Devourer he knew that absolving his controls of the dynasties was a mistake. The Judicator Battalions have this most important task of maintaining peace among the dynasties. By only working for dynasties that avoid conflict with other dynasties the Silent King has subtly incentiviced the dynasties to work together.
1 CP: Use this Stratagem after a Triarch Stalker inflicts one or more hits on an enemy unit. All friendly TRIARCH PRAETORIAN units can re-roll failed wound rolls of 1 against that unit until the end of the turn.
ENTROPIC TOUCH
Canoptek constructs are able to break down both organic and inorganic matter into raw energy. This energy can be expended to force the Canoptek constructs into a feeding frenzy, rapidly tearing apart anything in their vicinity.
2 CP: Use this Stratagem immediately before attacking with a CANOPTEK unit during the Fight phase – add +1 to the damage characteristic of its weapons and lower the AP by -1.
NODAL GRID
While the nature of the immaterium is anathema to the cold logic of the Necrons, the Necrons hold control over a vast number of other dimensions. By using their mastery over space and time and the vast mass of their largest vehicles, the Necrons can create stable null veils that protect Necrons hidden behind this nodal grid.
3 CP: This Stratagem can be used at the start of your opponent's Shooting phase and its effects last until the end of the Shooting phase. Choose two NECRON TITANIC units – trace a line between the centers of the two models. Any shooting attack that is traced through the line counts its target as being in cover, even if it is a VEHICLE or a MONSTROUS CREATURE that is not 50% covered. If either of the two chosen vehicles for this Stratagem is destroyed while this Stratagem is active you regain 3 Command Points.
OUR NAME IS DEATH
The Eldar have a name for the Necrons, it is Yngir demi-god giants. The Eldar have spent eternity watching for the return of their most feared and hated enemy. Now whispers of their name echo through empty halls and the Necrons laugh at their once great enemy now withered away into nothingness by the onslaught of time.
2 CP: Use this Stratagem just before a NECRON unit attacks in the Shooting phase. Each time you make a Wound roll of 6+ for any Gauss weapons that unit is firing, the target suffers one Mortal Wound in addition to the normal damage.
OUR NUMBER IS LEGION
Necrons do not die when their shells are destroyed, they lay in wait while their bodies repair themselves. Should their forms be so badly damaged that self-repair mechanisms be too little to sustain them, each Necron is armed with a teleportation mechanism to a Tomb World to allow for more extensive repairs. As such, any victory against the Necrons is hollow, the advance of the Necrons is as certain as death.
1 CP: Use this Stratagem immediately before a NECRON unit is about to take a Morale test. The unit counts its Leadership as being equal to the number of models in the largest friendly NECRON WARRIOR unit on the table.
PHAERON
Wicked rulers of once great dynasties, the Phaerons of today are but a fickle afterimage of the true power of the ancient star kings of the Necrontyr. While the modern Phaerons lack the power to shake space as they did in ancient times, the name holds meaning, it is less so a statement of power as it was in ancient times, it is a statement of intent, the subjugation of all living beings.
3 CP: Use this Stratagem before the battle. Select a NECRON OVERLORD in your army. Replace this model’s OVERLORD keyword with PHAERON and gains the following ability: ‘PHAERON: At the beginning of each of your turns, choose a friendly NECRON INFANTRY unit within 6” of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn.’ A Catacomb Command Barge with this ability can choose a friendly NECRON INFANTRY unit within 12”. You can only use this Stratagem once.
PITILESS PLANETKILLER
Unleashing weapons of mass-destruction is the key tactic of the Mephrit. Flinging asteroids into population centers, using arcane technologies to rad-fry entire worlds. The Mephrit dynasty holds untold ways to kill their enemies, but in the late Phaeron's quest to secure his throne he rid himself of many of the Crypteks that knew how to properly use these devices.
3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have a MEPHRIT Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6. On a 4+ every unit within D6" of that point suffer D3 mortal wounds. Subtract 1 from the number of wounds caused to CHARACTERS.
RARE-EARTH PARTICLES
Particle weapons make use of anti-matter technology, anti-matter collides with regular matter causing horrendous explosions. The Thokt have developed a way to further weaponize the exocit particles that develop in the Hyrakii Deeps.
1 CP: Use this Stratagem instead of firing normally with a particle beamer on a THOKT model; make a single hit roll, if succesful the unit suffers D3 mortal wounds.
RELICS OF THE DYNASTY
Each Necron relic is a artefact of untold millenia, all dating far before the rise of man, they are seldomly used en masse, but when a dynasty is threatened it may reveal an untold amount of artefacts of arcane technology.
1 CP/2 CP: Use this Stratagem before the battle. Your army can have one extra Dynasty Relic. All of the Dynasty Relics that you include must be different and be given to different NECRON CHARACTERS. This Stratagem costs 1 CP the first time it is used and 2 CP every time after the first.
CANNIBALISE
Nihilakh vehicles are often equipped with microscopic cannibal scarabs, adapt at quickly processing metals and reforming it into living metal to be used for the vehicle's repairs.
1 CP: Use this Stratagem when an enemy vehicle is destroyed. All friendly NIHILAKH models with the Living Metal ability within 3" regain a single wound lost earlier in the battle, or D3 if the destroyed model was TITANIC.
SWEEPING BURST
Some Doom Scythes are equipped with specialized focussing crystals allowing them to transform their focussed blast into a shearing ray of pure energy.
1 CP: Use this Stratagem when a Doom Scythe is selected to attack in the Shooting phase. Instead of firing its death ray you can pick a point within 12" of the Doom Scythe and pick a new point within 6" from the first point. Every unit which has one or more models beneath the line suffers a single mortal wound.
TOMB NEXUS
The true might of a Necron army is rarely visible upon facing them, each Monolith and Night Scythe able to quickly bring a vast amount of Necron forces to bear. Every roving pack of Night Scythes scouting enemy forces could suddenly be backed by a massive amount of Necron Warriors or any amount of other more specialized and elite warriors. Even with a minimal amount of Warriors Necrons can rapidly extend their influence over an entire planet through their mastery of teleportation technologies.
1 CP: This Stratagem can be used at the end of your Movement phase. All Monoliths can immediately use their Eternity Gate ability and all Night Scythes can immediately use their Invasion Beams ability.
QUANTUM DEFLECTION
The vehicles of the Necrons are precious things and are not sacrificed as easily as the lesser warriors of a dynasty. To ensure the survival of a key possession a Necron Nemesor may siphon the power of several of the vehicles under his control to make that key possession truly unbreakable.
1 CP: This Stratagem can be used at the start of your opponent's Movement phase on a friendly model with the Quantum Shielding ability within 6” of at least two other models with the Quantum Shielding ability. The chosen model can re-roll Quantum Shielding rolls until the end of your opponent's Shooting phase.
WAILING CACAPHONY
Necron flyers emmit a unique high-pitched whine when they fly low to the ground, most living beings have an innate fear of certain frequencies and this particular sound was engineered to emmitate the cries of flying predators. When several vehicles work in unison to release a barrage of these predatory screams upon their enemies it can drive anyone to madness.
2 CP: This Stratagem can be used before your opponent has to take a Morale test with a unit that is within 12” of two or more NECRON units with the Supersonic ability – that unit must take the Morale test using a Leadership value of 1. Your opponent can still use the INSANE BRAVERY Stratagem to automatically pass the Morale test.
WAVE OF DEATH
Once the march of the Sautkeh dynasty toward their objective has begun nothing can stop it. A barrage of gauss, particle and tesla fire annihilates the enemy's weakest foes as the nobility and their bodyguards engage the enemy's most hardened warriors and cut them into pieces.
3 CP: This Stratagem can be used at the start of your Shooting phase if you have a SAUTEKH Warlord. All friendly INFANTRY, BIKER, CATACOMB COMMAND BARGE and TRIARCH STALKER units within 6” of your Warlord can immediately move, as if it were your Movement phase.
WITH THE FORCE OF THREE SUNS
The bodies of the Nephrek hold sunforce accentuators which can turn the energy of any nearby star into a fuel source for single overwhelming strike.
2 CP: Use this Stratagem before attacking with a NEPHREK unit, if the unit is a NEPHREK CHARACTER the unit only makes one attack, but it triples its Strength and Damage, an Overlord with a Warscythe would become S 17 (5x3+2) D 6 (2x3) for example. If the unit is not a Character it adds +2 to its Strength and Damage until the end of the Fight phase.
WE'LL BE BACK
Whole worlds quake when the Necrons march to war. Their forms are indestructible and their firepower absolute. Their cunning and intellect is unequaled. Yet it is the will of Necrontyr nobility that is the most dangerous aspect of a Necron army. The success of the mission is paramount and the death of their warriors an inconvenience in a plan cannot be stopped.
1 CP: This Stratagem can be used immediately after a friendly <DYNASTY> INFANTRY unit within 3” of a friendly model armed with a resurrection orb has made its Reanimation Protocol rolls, you can make Reanimation Protocol rolls for that unit again.
WARLORD TRAITS
If the Warlord of your army is a NECRON CHARACTER, you can pick their Warlord Trait from the Necrons Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
1. ENDURING WILL
This Warlord is possessed of the iron resolve that has allowed the Necron race to cheat death and endure eternity. No mere mortal weapon, no matter its strength will prevent him from achieving his goals.
Roll a D6 each time your Warlord takes a wound if the roll is less than the damage characteristic the damage is ignored.
2. ETERNAL MADNESS
This Warlord's sanity suffered more than most during the Great Sleep, but for all his ravings and strange commands, his every action is driven by a zealous conviction.
Once per game immediately after generating an objective you may choose to discard it and generate a new one. Once per game immediately after you generate an objective your opponent may force you to discard it and generate a new one. In addition, if your Warlord charges in the Charge phase, add D3 to his Attacks characteristic until the end of the Fight phase.
3. IMMORTAL HUBRIS
To this Necron noble, the lesser races of the galaxy are little better than crawling vermin, and he knows nothing but amused contempt for even the most fearsome of foes.
Friendly <DYNASTY> units within 12" of your Warlord automatically pass Morale tests.
4. HYPERLOGICAL STRATEGIST
This Warlord can apply a filter of infallible logic to develop unbeatable strategies.
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 6+ that CP is immediately refunded. Add +1 to attempts to seize the initiative, unless the enemy Warlord is an ORK.
5. IMPLACABLE CONQUEROR
This Warlord is a merciless foe, a conqueror of worlds who strides at the head of his legions and sweeps away all who stand before him.
Friendly <DYNASTY> units within 6” of your Warlord can move an additional D3” when they consolidate.
6. MECHANICAL SUPERIORITY
This Warlord's robotic excoskeleton has been improved beyond even the regular limits of Necron nobility.
Add 1 to the Strength characteristic of your Warlord
DYNASTY WARLORD TRAITS
If you wish, you can pick a Warlord Trait from the list below instead of the Necron Warlord Traits to the left, but only if your Warlord is from the relevant Dynasty.
NAMED CHARACTERS AND WARLORD TRAITS
The most notable nobles of the Necron Dynasties are exemplars of their Dynasty’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Dynasty. For example, if Trazyn the Infinite is your Warlord, he would have the NIHILAKH’ Another Piece for the Collection Warlord Trait.
SARNEKH
Much of the new nobility of Sarnekh hold nought but contempt for the codes of honour that guide the happenings among noble courts in other dynasties.
No Strings To Hold Me Back: Friendly units within 6" of your Warlord may Advance the turn they Fall Back and count their Rapid Fire and Heavy weapons as Assault weapons when Advancing.
SAUTEKH
The Sautekh are more bound by honour than any other, not only because of Imotekh's wish to see himself the Phaeron supreme, ruler of all the galaxy, which neccisitates the protocols of old be followed lest any may truefully negate Imotekh's rightful rule. The other reason for their binding to tradition is that once their enemies know they can be defeaten, the fear that Imotekh and his nobility have built over the last few millinia will be lost.
Honourable Combatant You can add 1 to all Hit and Wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS. When an enemy CHARACTER falls back from within 1” of your Warlord you gain 1 CP. If your Warlord falls back from within 1” of an enemy CHARACTER your opponent gains 1 CP.
MAYNARKH
The Maynarkh dynasty is the sole dynasty to have succesfully fully annihilated a C'tan, rather than simply shattering it into pieces. On the day the Flayer was rendered out of existice, as was a part of the universe and a curse was put upon the Necrons and the Maynarkh in particular.
Curse of the Flayer: Your Warlord gains a single flayer counter each time a unit is destroyed within 6". Subtract 1 from the Leadership characteristic of friendly units other than FLAYED ONES within 6" of your Warlord for each Flayer Counter your Warlord has. Add 1 to the Attacks characteristic of your Warlord for each flayer counter your Warlord has.
MEPHRIT
The nobility of Mephrit have no time for playing with their enemies and things such as single combat is never engaged for show or enjoyment. The Mephrit are with combat, as all things. Effecient
Off with His Head!: At the end of your Fight phase if your Warlord is fighting only a single model in close combat roll a D6; on a 4+ that model suffers a mortal wound.
NEPHREK
The Nephrek are masters of crafting the toughest armour and the most powerful bodies among any Necron dynasty, but it is precious few that are gifted with Sempiternal Weaves, a thousand layers of armour, between each a tiny forcefield, making the hides of these most gifted Warlords, truly unbreakable.
Sempiternal Weave: Add +1 to the model's Sv characteristic.
NOVOKH
Novokh Warlords regularly partake in orgies of violence, sending off their Lychguard bodyguards so they may savour the feeling of shedding the blood of entire regiments of Guardsmen all by themselves.
Bloodshed Protocols: If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.
NIHILAKH
The Nihilakh never engage an enemy without good reason, reasons however can always be found, whether the sword of a long dead hero, hidden deep beneath the catacombs of an Imperial temple or the ancient map of hidden treasure locked within a spacehulk. These treasures and an impossible amount more are all waiting to be collected.
Another Piece for the Collection: Your Warlord has the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have fewer models than your opponent within 3” of the objective unless at least one of those enemy models also has the Objective Secured ability.
THOKT
Those within the Thokt dynasty may dorn the Mantle of Doom, this mantle may not be taken lightly for when it is used the necrodermis of the holder is reformed to house the essence of a shattered shard of Aza'gorod the Nightbringer.
Mantle of Doom: If the C'tan Shard of the Nightbringer under your control has been destroyed previously during this game; you may place the C'tan Shard of the Nightbringer anywhere within 6" of this model more than 1" from enemy models, then remove this model as a casualty. You do not pay reinforcement points for the C'tan Shard of the Nightbringer.
DYNASTY RELICS
If your army is led by a Necrons Warlord, you may give one of the following Dynasty Relics to a NECRON INFANTRY CHARACTER in your army. Named characters such as Trazyn the Infinite already have one or more artefacts, and cannot be given any of the following relics.
Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Dynasty Relics your characters may have on your army roster.
ABYSSAL STAFF
The Crypteks of Sautekh are particular masters in the Necron field of study Psychomancy, the study of the fragile minds of mortals and how best to break them. The Abyssal Staff unleashes waves of darkness, those that it touches lose their sanity and if they survive the horror inflicted unto them it is to find themselves having clawed their faces raw in desperation or having killed their comrades in a manic attack.
SAUTEKH CRYPTEK only. Instead of firing their staff of light normally the bearer can choose to use its special attack. Instead of rolling to wound the target suffers a -1 penalty to their Ld until the end of the turn for each hit the bearer inflicts.
BLOODSCYTHE
The Bloodscythe interacts with the haemoglobin molecules found in blood and causes a chain reaction that freezes the blood of the target, the target will find themselves unable to move as their blood freezes over, a sculpture of agony amidst a sea of frozen blood. Unable to move, witnessing only the Bloodscythe's wielder's continued rampage through their comrades before the chain reaction reaches their brain and their brains stop to function as the blood in their brains crystallise, expand and break the skull showering the battlefield in red snow.
NOVOKH model armed with Warscythe only. The Bloodscythe replaces the model's Warscythe.
Range Type S AP D Melee Melee +2 -4 1 The bearer wounds on a 2+ in the Fight phase, unless they are targeting a VEHICLE. Make 2 hit rolls for each attack made with this weapon instead of 1.
GAUNTLET OF THE CONFLAGRATOR
Crafted by the Cryptek Harri'apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a balzing split-second cloud of unstoppable fury.
NEPHREK model only. Once per game the Gauntlet of the Conflagrator can be used as a shooting attack with the following profile:
Range Type S AP D 8" Assault D6 7 -3 2 This weapon automatically hits its target.
GAZE OF FLAME
The Gaze of Flame is an ocular device that replaces the regular vision of the bearer, the bearer no longer sees things in colour but only in terms of hot and cold. Necrons highly value tradition and protocol, the breaking of ancient protocols can not only lead to being shunned by the court of a Phaeron but more often than not leads to death. This archaic device will set fire to any warm-blooded creature and undeserving coward that dares enter the gaze of true nobility.
Enemy units cannot fire Overwatch at the bearer.
HARP OF DISSONANCE
Humanity once gave up the research of alchemy, leaving it for the pursuit of the more mundane sciences, branding the practitioners either charlatans or insane. But the line between insanity brilliance is thin and the Necrons have long discovered the truth of alchemy, turning one substance into another. By playing a single booming note on the electrum strings of the Harp of Dissonance the wielder may shake the sub-atomic particles of a vehicle and thereby turn the unbreakable adamantite hide of a Land Raider brittle as glass.
At the start of each of your Shooting phases you may nominate an enemy VEHICLE the model with the Harp of Dissonance can see. The nominated model's Toughness characteristic is reduced by 1 until the end of the Shooting phase.
HEART OF DARKNESS
The Heart of Darkness is an advanced self-repair system, when the wielder is slain the living metal condenses an impossible amount into a single speck of matter only to explode in a flash of sickly green light and reveal the regenerated form of the wielder. This technology however does not come without a cost, for it can only be recharged with the souls of sentient beings, ten thousand sentient souls must be sacrificed to use this arcane device, but to the Necrons this is no real cost at all.
Before the model equipped with the Heart of Darkness is removed from the table, place a coin or other marker directly beneath where the model was destroyed. At the start of your next turn the model is returned to play within 3" of the middle of the marker and more than 1" away from enemy models. No reserve points is payed for using this Relic. If the model cannot be placed for any reason this Relic has no effect.
MINDSHACKLE SCARABS
Most every Dynasty makes use of Mindshackle Scarabs, nano-scarabs that burrow into the brains of their target and alter the brain chemistry of their target, forcing them to obey the subtle commands sent by the Dynasty's leaders. Whole planetary systems are lead to collapse as the Planetary governor suddenly finds himself obsessed with art, demanding that all planets be beautified and all production stopped in favour of more base pleasures, leaving the systems ripe for the taking. Yet only the Sarnekh are dishonourable enough to use such technology in battle, where it's effects are blatant and as such much easier to notice and resist.
SARNEKH model only. Instead of attacking normally the bearer may choose to randomly select an enemy model in base contact with the bearer. Your opponent must roll 3D6. If the roll is lower than the target's Ld the Mindshackle Scarabs have no effect. If the roll is higher the target cannot attack normally, instead it inflicts D3 hits on a unit of your choice within 1” of the target using a melee weapon the model is armed with of your choice.
THE HEAVENLY WRATH
The Maynarkh cut a bloody swathe through their enemies, utterly heartless and without even the restraint they had before the great sleep. The Heavenly Wrath is a tuning crystal that allows the wielder to tune themselves into a Necron vehicle and overtake its controls, unleashing the heavenly fire of the Necrons vehicles, focussed by the intense hatred Maynarkh nobility hold for all living things. Nothing can hide before the Maynarkh, only by storming forth can you hope to have a quick death, rather than slowly having your squadmates packed off by the roving packs of Flayed Ones that permeate the battlefields on which the Maynarkh do battle.
MAYNARKH model only. The bearer may choose a friendly VEHICLE at the start of each of your Shooting phases. Until the end of the phase enemy units do not benefit from Cover against shooting attacks made by the chosen model.
TESSERACT LABYRINTH
Tesseract Labyrinths are arcane and insanely expensive pieces of technology, usually reserved for capturing the essence of a C'tan and forcing it into battle, the Nihilakh's policy of non-aggression and their seldom employment of their C'tan Shards has meant they have an abundance of these arcane devices. However, Trazyn the Infinite has put them to good use, he commands his lessers to go out and capture their most impressive enemies inside these stasis-locks so they may be displayed in Trazyn's vast stasis collection.
NIHILAKH model only. Once per game the bearer can use the Tesseract Labyrinth instead of attacking normally to make a single attack. If the attack hits roll a D6, if the total is above the remaining number of wounds of the model in the unit with the least remaining wounds, that model is removed from play. The owner of the target unit chooses which model to remove if multiple models are eligible.
THE GOD SHACKLE
The Phaeron of the Mephrit was a nervous individual, ever afraid of everyone's betrayal, that very fear lead to him being a weak and unassertive leader of his dynasty, causing his assasination attempts to be manyfold and the replacement within his court came more often than among any other. When he entered his slumber it was beneath a mountain of traps that should have stopped any trespassers before he was ready to raise from his slumber, alas he was murdered in his sleep long before the awakening of the Necrons. The Phaeron's neuroticism did produce one thing though, a powerful artefact that ensured that the C'tan Shards under his control were unable to rebel... As long as the Crypteks in his court remained loyal.
MEPHRIT CRYPTEK only. Before deployment nominate a single C'TAN unit in your army. While the bearer is alive the nominated model has a 2+ Sv but cannot use its Powers of the C'tan ability.
THE NIGHTMARE SHROUD
This heavy cloak of quantum-folded living-metal scales was forged by Ut-hekneth the unsleeping during his million-year madness. Ut-hekneth had a warped view of the galaxy, making him untold enemies in his own court and among others, the cloak allowed him to share the wealth of his memories that had so warped him. Necrons can withstand the impact of such visions, most mortals however, falter when they see the untold horrors which the Uk-hekneth witnessed and commited.
The Nightmare Shroud confers a 2+ Armour Save. Once per game, during any friendly Shooting phase, the bearer can choose one enemy unit within 18”. That unit suffers a -2 penalty to its Ld until the end of the turn.
THE ORB OF ETERNITY
The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indegenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a battalion of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy of such incredible power.
Model with Resurrection Orb only. When the model's resurrection orb is activated the affected unit adds +2 to its resurrection protocol rolls for that roll.
THE SOLAR STAFF
The Solar Staff burns with the light of truth and honour, and when its powers are unleashed they are a bane to all shadows. Set loose, the staff's energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their deceptions are laid bare.
Model with Staff of Light only. Choose an enemy unit within 12" at the start of each of your Shooting phases, friendly units ignore negative Hit modifiers when Shooting at that unit until the end of the Shooting phase. Note that the penalty for Shooting an Assault weapon after Advancing is also ignored.
THE VEIL OF DARKNESS
This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near him, enfolding them in a swirling darkness. As the darkness fades, the user and his comrades appear on the battlefield, transported through a miracle of arcane science.
During deployment, you can set up the bearer and one other friendly non-vehicle unit behind the veil instead of placing it on the battlefield. At the end of any of your Movement phases, the bearer and the other unit can tread out from behind the veil – set them up anywhere on the battlefield that is more than 12” from any enemy models. The other unit has to be set up entirely within 3” of the bearer.
VOIDREAPER
Legend has it that on the day Aza'gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Thokt Dynasty's Crownworld. Its blade is a sliver of the void; when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.
THOKT model with Warscythe only. Voidreaper replaces the model's Warscythe.
Range Type S AP D Melee Melee +2 -4 D6 This weapon automatically hits its target.
POWERS OF THE C'TAN
Before the battle, generate the Powers of the C'tan for each C'TAN SHARD using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the powers you wish the C'TAN SHARD to have.
1. ANTIMATTER METEOR
The C'tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.
Roll a D6; on a 2+ the closest visible enemy unit within 24” of the C'TAN SHARD suffers D3 mortal wounds.
2. TIME'S ARROW
Mutating the flow of causality and remoulding the temporal stream, the C'tan erases its foe's very existince from space and time.
Pick a visible enemy unit within 24” of the C'tan Shard and roll a D6. If the result is higher than the highest Wounds characteristic in the unit, one model of your opponent's choice from that unit is slain.
3. SEISMIC ASSAULT
Stone fractures and ores flash burn into silvered steam as the C'tan Shard drags up tides of magma from deep below.
Roll a D6 for each model in the closest enemy unit within 24” of the C'TAN SHARD. For each roll of 6 that unit suffers a mortal wound.
4. COSMIC FIRE
A the C'tan Shard's gestured command, a pillar of black fire streaks down from the heavens.
Roll a D6; on a 2+ the closest visible enemy unit within 8” of the C'TAN SHARD suffers D6 mortal wounds.
5. SKY OF FALLING STARS
Savagely beatiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.
Pick a point within 24”; each enemy unit within 3” suffers a single mortal wound on a D6 roll of 5+.
6. TRANSDIMENSIONAL THUNDERBOLT
The C'tan Shard projects a crackling bolt of energy from its outstretched palm, blasting tis foe into oblivion.
Roll a D6; on a 2+ the closest enemy unit within 24” suffers a single mortal wound. On a roll of 6+ the two closest enemy units within 6” of the first unit also suffer a mortal wound.
SPACE MARINES
CHAPTER TACTICS
Each Chapter has developed its own specialised combat philosophy, suited to the unique skills of its battle-brothers.
If your army is Battle-forged, all INFANTRY, BIKER and DREADNOUGHT units in a Space Marines Detachment gain a Chapter Tactic, so long as every unit in that Detachment is drawn from the same Chapter. The Chapter Tactic gained depends upon the Chapter they are drawn from, as shown in the table opposite. For example, an ULTRAMARINES unit with the Chapter Tactics ability gains the Codex Discipline Tactic.
If your Chapter does not have an associated Chapter Tactic, use the Chapter Tactic of its founding Chapter. For example, Crimson Fists are a successor Chapter of the Imperial Fists, so should use the Chapter Tactic of the Imperial Fists. If you are unsure of a Chapter’s founding Chapter, either consult the background sections of our books or choose a Tactic from the table that best describes its character and fighting style.
Note that due to their lobotomised nature, SERVITOR units are an exception and never gain a Chapter Tactic.
BLACK TEMPLARS
Righteous Zeal: You can re-roll failed charge rolls for Black Templars units with this tactic.
IMPERIAL FISTS
Siege Masters: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic. In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a Building.
IRON HANDS
The Flesh is Weak: Roll a dice each time an IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
RAVEN GUARD
Shadow Masters: Your opponent must subtract 1 from any hit rolls when shooting at Raven Guard units with this tactic if they are more than 12" away
SALAMANDERS
Master Artisans: You can re-roll a single failed hit roll and a single failed wound roll made for a Salamanders unit with this tactic each time it shoots or fights.
SPACE WOLVES
Howl of the Wolves: You may use the Counter-attack Stratagem any number of times each turn as long as all uses of the Stratagem are on Space Wolves units, you only use CP on the first use.
ULTRAMARINES
Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.
STRATAGEMS
ABHOR THE WITCH
1 CP: Use this Stratagem when an enemy PSYKER manifests a psychic power within 24" of a friendly BLACK TEMPLARS unit. Roll a D6: on a 4+, that psychic power is resisted by the sheer willpower of your unit and its effects are negated.
ARMOUR OF CONTEMPT
1 CP: Use this Stratagem when an ADEPTUS ASTARTES VEHICLE suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.
AUSPEX SCAN
2 CP: Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your ADEPTUS ASTARTES Infantry units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
BOLTER DRILL
1 CP: Use this Stratagem just before an IMPERIAL FISTS Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word ‘bolt’ (e.g. boltgun, bolt rifle, heavy bolter, boltstorm gauntlet). Pedro Kantor’s Dorn’s Arrow is also a bolt weapon.
BORN IN THE SADDLE
1 CP: Use this Stratagem when a WHITE SCARS BIKER unit Advances. That unit can still shoot and charge this turn.
CLUSTER MINES
1 CP: Use this Stratagem when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
CHAPTER MASTER
3 CP: Use this Stratagem before the battle. Select an ADEPTUS ASTARTES Captain in your army. Replace this model’s CAPTAIN keyword with Chapter Master and replace his Rites of Battle ability with the following ability: ‘CHAPTER MASTER: You can re-roll any failed hit rolls for friendly units within 6" of this model.’ You can only use this Stratagem once and your army cannot include two CHAPTER MASTERS from the same Chapter.
DATALINK TELEMETRY
Use this Stratagem in the Shooting phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
DEATH TO TRAITORS
1 CP: Use this Stratagem when an ADEPTUS ASTARTES unit is chosen to attack in the Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a HERETIC ASTARTES unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
EMPYRIC CHANNELING
Use this Stratagem at the start of a Psychic phase if an ADEPTUS ASTARTES PSYKER is within 6" of at least 2 other friendly PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
FLAKK MISSILE
1 CP: You can use this Stratagem just before a friendly ADEPTUS ASTARTES Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
FLAMECRAFT
1 CP: Use this Stratagem just before a SALAMANDERS unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flame weapons. For the purposes of this Stratagem, a flame weapon is any weapon profile whose name includes the word ‘flame’ (e.g. flamer, heavy flamer, flamestorm cannon, flamestorm gauntlet). Vulkan He’stan’s Gauntlet of the Forge is also a flame weapon.
HELLFIRE SHELLS
1 CP: Use this Stratagem just before an ADEPTUS ASTARTES INFANTRY model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
HONOUR OF THE CHAPTER
3 CP: Use this Stratagem at the end of the Fight phase. Select an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES BIKER unit – that unit can immediately fight for a second time.
KILLSHOT
1 CP: Use this Stratagem in your Shooting phase if a Predator is within 6" of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
LINEBREAKER BOMBARDMENT
1 CP: Use this Stratagem in your Shooting phase if a Vindicator is within 6" of 2 other friendly Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
MACHINE EMPATHY
1 CP: Use this Stratagem just before an IRON HANDS VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
MASTERFUL MARKSMANSHIP
1 CP: Use this Stratagem when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
ONLY IN DEATH DOES DUTY END
2 CP: Use this Stratagem when an ADEPTUS ASTARTES CHARACTER is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem is not cumulative with the Astartes Banner ability – the Stratagem takes precedence).
ORBITAL BOMBARDMENT
3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have an ADEPTUS ASTARTES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.
SCIONS OF GUILLMAN
1 CP: Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase (if the unit is a Tactical Squad or Intercessor Squad, re-roll all failed hit rolls instead).
STRIKE FROM THE SHADOWS
1 CP: Use this Stratagem in the Shooting phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.
THE SAGA CONTINUES
1 CP: Use this Stratagem when a SPACE WOLVES CHARACTER destroys an enemy MONSTER or VEHICLE in the Fight phase. That character regains D3 wounds lost earlier in the battle.
RELICS OF THE CHAPTER
1/3 CP: Use this Stratagem when you can set up a RAVEN GUARD INFANTRY unit during deployment. You can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from their hiding place – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
TACTICAL FLEXIBILITY
1 CP: Use this Stratagem at the start of any of your Movement phases. Select a friendly ADEPTUS ASTARTES unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
TREMOR SHELLS
1 CP: Use this Stratagem when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during its next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on TITANIC units and units that can FLY.
WISDOM OF THE ANCIENTS
1 CP: Use this Stratagem at the start of any phase. Select a friendly ADEPTUS ASTARTES DREADNOUGHT. Until the end of the phase, you can re-roll all hit rolls of 1 for units within 6" of that Dreadnought.
WARLORD TRAITS
If the Warlord of your army is an ADEPTUS ASTARTES CHARACTER, you can pick their Warlord Trait from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
1. ANGEL OF DEATH
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord
2. THE IMPERIUM'S SWORD
Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
3. IRON RESOLVE
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord shrugs off the damage and does not lose the wound.
4. STORM OF FIRE
Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
5. RITES OF WAR
Friendly units within 6" of your Warlord automatically pass Morale tests.
6. CHAMPION OF HUMANITY
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS.
CHAPTER WARLORD TRAITS
If you wish, you can pick a Chapter Warlord Trait from the list below instead of the Space Marine Warlord Traits to the left, but only if your Warlord is from the relevant Chapter.
NAMED CHARACTERS AND WARLORD TRAITS
The mightiest heroes of the Adeptus Astartes are exemplars of their Chapter’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Chapter. For example, if Marneus Calgar is your Warlord, he would have the Ultramarines’ Adept of the Codex Warlord Trait.
BLACK TEMPLARS
OATHKEEPER: Your Warlord can perform a Heroic Intervention if the enemy are within 6" (rather than 3") and can move up to 6" when doing so.
CRIMSON FISTS
TENACIOUS OPPONENT: If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.
IMPERIAL FISTS
ARCHITECT OF WAR: Friendly IMPERIAL FISTS units within 6" of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
IRON HANDS
MERCILESS LOGIC: Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks).
RAVEN GUARD
SILENT STALKER: Enemy units cannot fire overwatch at your Warlord.
SALAMANDERS
ANVIL OF STRENGTH: Add 1 to the Strength characteristic of your Warlord.
SPACE WOLVES
Cunning Hunter: Before deployment roll a D3, you may place that up to that number of units with the Space Wolves tactic to attempt to outflank your opponent. At the end of any of your movement phases any number of the units attempting to outflank may arrive entirely within 3" of any table edge and more than 9" away from enemy models.
ULTRAMARINES
ADEPT OF THE CODEX: Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.
WHITE SCARS
DEADLY HUNTER: Roll a dice each time your Warlord finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers a mortal wound.
CHAPTER RELICS
If your army is led by a Space Marines Warlord, you may give one of the following Chapter Relics to a Space Marine CHARACTER in your army. Named characters such as Marneus Calgar already have one or more artefacts, and cannot be given any of the following relics.
Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Chapter Relics your characters may have on your army roster.
FIST OF VENGEANCE
CRIMSON FISTS model with a power fist only. The Fist of Vengeance replaces the bearer’s power fist and has the following profile: WEAPON RANGE TYPE S AP D
The Fist of Vengeance Melee Melee x2 -3 3
HELM OF DURFAST
SPACE WOLVES The wearer can fire Overwatch at full Ballistic Skill instead of 6+ and never suffers penalties to their Hit rolls. In addition, enemy models do not benefit from being in cover against shooting attacks made by the wearer.
MANTLE OF THE STORMSEER
WHITE SCARS PSYKER only. The wearer of the Mantle of the Stormseer adds 1 to their Psychic test when attempting to manifest the Smite power.
RAVEN'S FURY
RAVEN GUARD JUMP PACK model only. The bearer of the Raven’s Fury can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
STANDARD OF THE EMPEROR ASCENDANT
Company Ancient, Chapter Ancient or Primaris Ancient only. If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly <CHAPTER> models within 6" of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6" of the bearer, friendly ADEPTUS ASTARTES models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic.
TEETH OF TERRA
Models with a chainsword only. The Teeth of Terra replaces the bearer’s chainsword and has the following profile: WEAPON RANGE TYPE S AP D
Teeth of Terra Melee Melee +1 -2 2 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.
THE ARMOUR INDOMITUS
The wearer of the Armour Indomitus has a Save characteristic of 2+. In addition, once per battle, before making one of the wearer’s saving throws, you can choose to activate the armour’s force field. When you do so, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.
THE AXE OF MEDUSA
IRON HANDS model with a power axe only. The Axe of Medusa replaces the bearer’s power axe and has the following profile: WEAPON RANGE TYPE S AP D The Axe of Medusa Melee Melee +2 -3 2
THE BURNING BLADE
Models with a power sword or master-crafted power sword only. The Burning Blade replaces the bearer’s power sword or master- crafted power sword, and has the following profile: WEAPON RANGE TYPE S AP D
The Burning Blade Melee Melee +2 -5 1
THE CRUSADER'S HELM
BLACK TEMPLARS model only. The wearer of the Crusader’s Helm increases the range of any aura abilities on its datasheet (such as Rites of Battle, Litanies of Hate etc.) by 3".
THE SALAMANDER'S MANTLE
SALAMANDERS model only. The wearer of the Salamander’s Mantle increases their Toughness characteristic by 1.
THE SANCTIC HALO
ULTRAMARINES CAPTAIN only. The bearer of the Sanctic Halo has a 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
THE SHIELD ETERNAL
Model with a storm shield or combat shield only. The Shield Eternal replaces the model’s storm shield or combat shield. This relic grants the bearer a 3+ invulnerable save, and any damage they suffer is halved (rounding up).
THE SPARTEAN
IMPERIAL FIST model with a bolt pistol only. The Spartean replaces the bearer’s bolt pistol and has the following profile: WEAPON RANGE TYPE S AP D Spartean 12" Pistol 2 4 -1 2 Abilities: This weapon can target enemy CHARACTERS even if they are not the closest model to the bearer.
THE PRIMARCH'S WRATH
Models with a boltgun or master-crafted boltgun only. The Primarch’s Wrath replaces the bearer’s boltgun or master-crafted boltgun and has the following profile: WEAPON RANGE TYPE S AP D
Primarch’s Wrath 24" Rapid Fire 2 5 -1 2
TOME OF MALCADOR
PSYKER only. The bearer of the Tome of Malcador knows one additional psychic power from the Librarius discipline (pg 202).
LIBRARIUS DISCIPLINE
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
1. VEIL OF TIME
Veil of Time has a warp charge value of 6. If manifested, pick an ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
2. MIGHT OF HEROES
Might of Heroes has a warp charge value of 6. If manifested, select an ADEPTUS ASTARTES model within 12". Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.
3. PSYCHIC SCOURGE
Psychic Scourge has a warp charge value of 6. If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.
4. FURY OF THE ANCIENTS
Fury of the Ancients has a warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
5. PSYCHIC FORTRESS
Psychic Fortress has a warp charge value of 5. If manifested, select a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
6. NULL ZONE
Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
ORKS
KLAN ATTRIBUTES
BAD MOONS
Armed to da Teef: BAD MOONS units with this attribute can re-roll Hit rolls of 1 in the Shooting phase if they did not move in the Movement phase.
BLOOD AXES
Stelfy n' Kunnin': Models with this klan attribute do not subtract from their movement when charging through any kind of terrain and enemies do not get a bonus to their save for being in cover when being shot at by models with this attribute. In addition, add an additional +1 to the Sv characteristic of BLOOD AXES models with this attribute for being in cover.
DEATHSKULLS
Blue WAAAGH! Paint: Units with this klan attribute gain a 6+ invulnerable save while within 3" of an objective. In games with fewer than 6 objectives they instead gain a 6+ invulnerable save in the first game round.
EVIL SUNZ
Fasta is Betta!: Models with this special rule automatically pass morale tests while within 6" of a friendly EVIL SUNZ VEHICLE.
GOFFS
Fight, Fight, Fight!: Roll a dice each time a GOFFS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound. If the model already has any similar rule it instead adds +1 to its rolls for all those rules.
SNAKEBITES
Old Ways is Bestest: BIKE, VEHICLE and MEGA ARMOUR models do not benefit from this attribute. Models with this klan attribute may not take armour saves or fire ranged weapons. In addition, they may re-roll failed and Hit rolls and add +1 to their Toughness. SQUIGGOTH models may not re-roll failed Hit rolls but may take armour saves and fire ranged weapons and add +1 to their Toughness.
STRATAGEMS
ANUVA' WAVE
1 CP: Use this Stratagem at the end of your Movement phase. Add a unit of Boyz with a <KLAN> of your choice to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models. In addition, if the Boyz are EVIL SUNS you may also add an EVIL SUNZ TRUKK but if you do the Boyz must start inside the Trukk and cannot disembark until the end of this turn.
BLITZ
3 CP: Use this Stratagem after moving a friendly TRANSPORT all units inside may immediately disembark, they may not move further this turn.
BONK
1 CP: Use this Stratagem when a friendly unit destroys an ORK BIKE, INFANTRY or JETBIKE unit. Gain D3 CP.
CLUBBER
1 CP: Use this Stratagem before attacking with a model armed with a choppa, big choppa or Da Biggest Choppa, each succesful Wound roll causes a single Mortal Wound instead of the normal damage.
CRUSH
1 CP: Use this Stratagem before attacking with a unit armed with powerklaws. All attacks made with powerklaws by that unit this Fight phase cause 3 wounds instead of D3.
DAKKA DAKKA DAKKA!
1 CP: Use this Stratagem when shooting with an ORK unit in the Shooting phase, that unit ignores any to Hit penalties until the end of the phase.
DIS OUGHTA STING
1 CP: Use this Stratagem when a SNAKEBITES unit attacks in the Fight phase, until the end of the Fight phase that unit always wounds on a 4+ unless the target is a VEHICLE or the unit would wound on a 2+ or a 3+.
DREAD MOB
1 CP: Use this Stratagem at the start of your Movement phase by choosing a friendly MEK. Friendly WALKERS within 6" of the chosen model can Charge this turn even if they also Advanced this turn.
DYNAMIC ENTRY
1/2 CP: Use this Stratagem when deploying a STORMBOYZ unit instead of placing it on the table you may place it high in the sky. The unit may arrive at the end of any of your Movement phases anywhere on the table more than 9" from any enemy models. This Stratagem costs 1 CP on the first use and 2 CP for every use after the first.
'EAVY ARMOUR
3 CP: Use this Stratagem during deployment change the Sv characteristic of a friendly unit of Boyz or Nobz to 4+.
'ERE WE GO!
1 CP: Use this Stratagem after failing a charge with an ORK unit, the unit can move the distance rolled for the charge range, but cannot move within 1" of enemy models.
FORTUNE FAVOURS DA BLUE
1 CP: Use this Stratagem after your opponent has rolled a dice that has not already been re-rolled whilst you control any DEATHSKULLS units, force your opponent to re-roll that dice.
GHAZGHKULL'S BULLYBOYZ
1 CP: Use this Stratagem during deployment by choosing three units of GOFFS MEGANOBZ the three units form a single unit. The unit is immune to the effects of Morale. For the purpose of mission objectives and tactical objectives the unit counts as 3 units if it is entirely destroyed.
GROW TO DA CHALLENGE
3 CP: Use this Stratagem after your WARLORD is destroyed, choose a Boss Nob that replace that model with a Warboss with the same Wargear as the Boss Nob. Any damage the Boss Nob sustained carries over to the Warboss.
LOADED WIV' TEEF
1 CP: Use this Stratagem at the end of a Fight phase in which a BAD MOONS CHARACTER lost a wound and survived, you gain D3 CP.
MADBOYZ
1 CP: Use this Stratagem at the start of the game before deployment. Choose a friendly unit of BOYZ and roll a D6 regardless of the result of the roll the unit is unaffected by Aura abilities. On a roll of 1-2 the unit automatically passes Morale tests, on a roll of 3-4 the unit can re-roll failed Hit rolls in the Shooting phase, on a roll of 5-6 the unit can re-roll failed Charge rolls.
NOT ENOUGH DAKKA
3 CP: Use this Stratagem when an ORK unit attacks in the Shooting phase, that unit can re-roll failed Hit rolls until the end of the phase.
PAYPA? SISSAS? ROK!
3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have an ORK Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within 2D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+, the unit being rolled for suffers D3 mortal wounds.
RAM EM'
1 CP: Use this Stratagem after charging an enemy VEHICLE or MONSTER with an ORK VEHICLE roll off and add the models respective Toughness values. The model with the lower result suffers D6 mortal wounds, the model with the higher result suffers D3 mortal wounds. If the result is a tie both models suffer D6 mortal wounds.
BIG RED BUTTON
1 CP: Use this Stratagem when an ORK VEHICLE Advances; add 3D6" to the distance it can move this turn. At the end of the Movement phase the vehicle suffers D3 mortal wounds.
SCRAPYARD UPGRADE
3 CP: Use this Stratagem if your army contains a BIG MEK when deploying an ORK VEHICLE that VEHICLE starts the game with 3 additional Wounds. If the model has a damage profile it uses the top profile until it is lowered to the usual threshold for its next profile.
SMASH
1 CP: Use this Stratagem when an ORK unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase(it cannot move within 1" of any enemy models).
SNEAKY STABBIN
3 CP: Use this Stratagem at the start of your turn by choosing a BLOOD AXE unit in cover which does not contain any models with a wounds characteristic above 7. That unit can re-roll failed Charge rolls and Hit rolls in the Fight phase this turn.
STAMPEDE
1 CP: Use this Stratagem at the start of your Movement phase by choosing a WARBOSS. Friendly units of BOYZ within 6" of the chosen model may Charge this turn even if they also Advanced this turn.
WAAAGH! DISCHARGE
3 CP: Use this Stratagem instead of attempting to manifest a psychic power with a WEIRDBOY. Roll a 3D6 and add 1 for every 30 ORK models within 10". Deal 1 Mortal Wound to the closest visible enemy unit within 18" for each point the roll was above 10.
WATCH THIS! HAHAAA!
1 CP: Use this Stratagem when one of your EVIL SUNZ VEHICLES is destroyed; do not roll a dice, that vehicle automatically explodes.
RELICS O' DA KLANS
DA BIGGEST CHOPPA
DA DEAD SHINY SHOOTA
DA FINKIN' KAP
DA FIXER UPPERZ
DA LUCKY STIKK
DEFFSPIKE
DESTRORKTION BODY
MEGA MULCHA
MUKTA'S MULTI-SHOOTA
WARLORD TRAITS
DA ARSENAL OF ANNILASHUN
Your Warlord is armed with all items in any wargear list that are cheaper than the most expensive one they paid for in that wargear list.
TALONS OF THE EMPEROR
SILENCE IS GOLDEN
If a Detachment is composed entirely of models with the ADEPTUS CUSTODES, INQUISITION, SISTERS OF SILENCE and/or OFFICIO ASSASINORUM faction keywords it is a Talons of the Emperor Detachment. All models in a Talons of the Emperor Detachment increase their Ld by +1 and can never lose more than one model each Morale phase. Enemy units within 3" of a CHARACTER or VEHICLE from a Talons of the Emperor Detachment must subtract 1 from their Ld.
T’AU EMPIRE
SEPT TACTICS
CHARACTERS, KROOT, VESPID and DRONES do not benefit from Sept Tactics.
D'YANOI SEPT
Stalwart: Monsters may not benefit from this tactic. When an enemy unit moves within 1" of an unengaged D'YANOI SEPT unit benefitting from this tactic in the Fight phase that unit may immediately fire Overwatch at the enemy unit. D'YANOI SEPT units benefitting from this tactic do not count casualties suffered during the Shooting phase for the purpose of Morale tests.
FAL'SHIA SEPT
Problem Solvers: FAL'SHIA SEPT models benefitting from this tactic can fire Overwatch at full ballistic skill unless they are a target of the charge. FAL'SHIA SEPT models benefitting from this tactic may shoot in the same turn they Fall Back.
FARSIGHT ENCLAVES
Farstriders: Add +3 to Advance and Charge rolls for FARSIGHT ENCLAVES models with this tactic. FARSIGHT ENCLAVES models benefiting from this tactic cannot benefit from any of the Abilities of ETHEREALS. In addition, models with this tactic can charge in the same turn they fall back.
T'AU SEPT
Coordinated Firepower: After you finish shooting with a T'AU SEPT unit with this tactic apply one markerlight hit to the target if the unit only fired at one target this Shooting phase.
TASH'VAR SEPT
Tenacious: Roll a D6 each time a TASH'VAR SEPT model benefitting from this tactic suffers a wound in the Fight phase or a model flees in the Morale phase. On a roll of 5 or more, the wound is ignored or the model does not flee.
VIOR'LA SEPT
Militaristic: VIOR'LA SEPT models with this tactic improve their WS and BS by 1.
STRATAGEMS
AIR CASTE SUPPORT CADRE
1 CP: Use this Stratagem at the start of your Shooting phase by choosing a model with the Flyer Battlefield Role that has been included in your army as part of a Flyer Wing Detachment. All models that are part of that same detachment can ignore the number of wounds they have remaining for the purpose of their Ballistic Skill this Shooting phase.
ALIEN AUXILIARIES
1 CP: Use this Stratagem at the start of your Shooting phase by targeting an enemy unit. That unit does not benefit from cover from forests if it is within 12" of a KROOT CARNIVORES unit and does not benefit from cover from ruins if it is within 12" of a VESPID STINGWINGS unit. The effects last until the end of your Shooting phase.
ALLIED ADVANCE CADRE
1 CP: Use this Stratagem in your opponent's Shooting phase if they target a KROOT unit within 12" of a VESPID STINGWINGS unit or vice versa. The target adds +1 to their saving throws until the end of the Shooting phase.
ARMOURED INTERDICTION CADRE
3 CP: Use this Stratagem by choosing an enemy unit during your Shooting phase. All friendly VIOR'LA TX7 HAMMERHEAD GUNSHIPS and VIOR'LA TX78 SKY RAY GUNSHIPS treat the target as having 5 markerlight counters until the end of the Shooting phase.
COUNTERSTRIKE CADRE
1 CP: Use this Stratagem at the start of your Movement phase by targeting an enemy unit engaged in combat. Friendly units engaged against the target may Fall Back and shoot, but if they do, unless they have the FLY keyword, they must shoot at the target.
DEMIURG SURVEY
2 CP: Use this Stratagem by adding two markerlight counters to an enemy unit in your Shooting phase.
DISRUPTION PODS
1 CP: Use this Stratagem when a friendly TY7 DEVILFISH, HAMMERHEAD or SKYRAY GUNSHIP is targeted for a shooting attack in the Shooting phase. Until the end of the Shooting phase enemy models suffer a -1 to hit modifier while shooting at the friendly unit.
DRONE NETWORK
1 CP: Use this Stratagem when an enemy unit enters the field. All friendly DRONE units within 12" of the unit may immediately fire at this unit or move D6" in any direction, if they choose to fire they only hit on a roll of 6, regardless of modifiers.
EMERGENCY LANDING GEAR
2 CP: Use this Stratagem when a FAL'SHIA VEHICLE would explode. It does not explode and all embarked models automatically survive and disembark before the vehicle is destroyed.
EMP GRENADE
1 CP: Use this Stratagem instead of attacking a VEHICLE normally with a PATHFINDER TEAM, STRIKE TEAM or BREACHER TEAM. Make a single hit roll, if successful the target suffers D3 mortal wounds.
ETHEREAL HONOUR GUARD
1 CP: Use this Stratagem when deploying a D'YANOI STRIKE TEAM within 6" of a D'YANOI ETHEREAL. Improve the BS and A of the STRIKE TEAM by 1.
FIREBASE SUPPORT CADRE
X CP: Use this Stratagem when a XV88 BROADSIDE BATTLESUITS unit fires one or more high-yield missile pods or heavy rail rifles at a unit. For each of those weapons fired you may fire up to one destroyer missile equipped to a KV128 STORMSURGE within 6" of the XV88 BROADSIDE BATTLESUIT unit at the same target as the weapon being fired. These hit on a D6 roll of 2+ instead of 6+. The cost of this Stratagem is equal to the number of destroyer missiles fired.
HUNTER CADRE
1 CP: Use this Stratagem by choosing a friendly unit within 6" of a friendly COMMANDER in your Movement phase. The chosen unit can Fall Back and still Advance, it can also fire in the Shooting phase.
INFILTRATION CADRE
1 CP: Use this Stratagem at the start of the first battle round by choosing a TX4 PIRANHAS unit. The unit gains the Vanguard ability if it is within 3" of a PATHFINDER TEAM.
JI'ATRIX VOIDSTRIKE
3 CP: Use this Stratagem by targeting an enemy unit with the Flyer battlefield role. The target suffers D3 mortal wounds.
NAGI ADVISSOR
1 CP: Use this Stratagem in your Movement phase when an ETHEREAL invokes an element. The ETHEREAL may invoke an additional element this turn.
NICASSAR WARD
2 CP: Use this Stratagem when an enemy PSYKER manifests a psychic power. Roll a D6: on a 3+, that psychic power is negated.
OPTIMIZED STEALTH CADRE
1 CP: Use this Stratagem when a TASH'VAR XV25 STEALTH TEAM within 12" of a TASH'VAR XV95 GHOSTKEEL BATTLESUIT fires at a VEHICLE. That XV25 STEALTH TEAM can re-roll failed wound rolls against VEHICLES this turn.
PIRANHA FIRESTREAM WING
3 CP: Use this Stratagem at the start of your Movement phase by choosing a TX4 PIRANHAS unit. That unit immediately regenerates all wounds lost previously in the battle and treats all enemy units as having 5 markerlight markers until the end of the Shooting phase.
RANGED SUPPORT CADRE
1 CP: Use this Stratagem when a friendly T'AU PATHFINDER TEAM is charged. You may choose one friendly T'AU XV88 BROADSIDE BATTLESUITS unit that has not used its For the Greater Good ability this turn; that unit can use their For the Greater Good ability to fire at the charging unit regardless of the range between the XV88 BROADSIDE BATTLESUITS and the PATHFINDER TEAM.
RAPID INSERTION FORCE
1 CP: Use this Stratagem when a Homing Beacon is used; do not remove the Homing Beacon after this use. If you use the Homing Beacon again, remove it as normal.
RETALIATION CADRE
2 CP: Use this Stratagem by placing a homing beacon within 1" of a COMMANDER.
SKYSWEEP MISSILE DEFENCE
1 CP: Use this Stratagem instead of firing normally with a TY7 DEVILFISH, target a single enemy unit within 24" of the TY7 DEVILFISH. For the remainder of this Shooting phase friendly units treat the target as having 5 Markerlight hits when firing Seeker Missiles and Destroyer Missiles.
TA'LISSERA BOND
1 CP: Use this Stratagem when a FARSIGHT ENCLAVES unit would be lost due to A Morale test, no models are lost due to this test. If engaged against one or more ORK units your opponent must pick one of those units to receive D3 mortal wounds.
TARRELIAN WARDOGS
3 CP: This Stratagem can be used once per battle, in the Shooting phase. Select a visible point on the battlefield within 3" of a table edge and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER and add 1 if the target being rolled for has the IMPERIUM keyword. On a 4+, the unit being rolled for suffers D3 mortal wounds.
RELICS OF THE SEPTS
With the exception of the Earth Caste Pilot Array these relics may only be taken by a COMMANDER.
COMMAND AND CONTROL NODE
Instead of shooting in the Shooting phase the wearer may add +1 to the BS of all friendly units within 3" until the end of the Shooting phase.
EARTH CASTE PILOT ARRAY
FAL'SHIA XV104 RIPTIDE only. Always use the uppermost profile for the purpose of Shooting with the bearer.
EXECUTIONER BURST ARRAY
VIOR'LA model only. Change all the model's burst cannons to Rapid Fire 4.
FAILSAFE DETONATOR
D'YANOI BATTLESUIT only. If a model with a Failsafe Detonator is killed you may choose to deal D3 mortal wound to all units within D6".
FUSION BLADES
FARSIGHT ENCLAVES model with two or more fusion blasters only.
Range Type S AP D Melee Melee 8 -4 D6 Roll two D6 each time you roll for damage for this weapon and discard the lowest result. If you ever roll a 6 for the damage of this weapon it may no longer be used after the end of the Fight phase.
MINIATURIZED ROCKET PRODUCTION FACILITY
T'AU model with missile pod only. Replace the model's missile pod with a seeker missile. At the start of each of your turns the wielder is equipped with an additional seeker missile.
MULTI-SPECTRUM SENSOR SUITE
Enemy models do not benefit from cover against attacks made by the wielder.
NEUROWEB SYSTEM JAMMER
At the start of each enemy Shooting phase, the wielder may target an enemy unit within 12". The firing unit suffers a Mortal Wound on a D6 roll of 5+ for each Hit roll of 1.
PURETIDE ENGRAM NEUROCHIP
Roll a D6 each time you or your opponent spend a CP on a D6 roll of 6+ you gain a single CP.
REPULSOR IMPACT FIELD
Instead of attacking normally in the Fight phase the bearer may inflict a single Mortal Wound to all enemy units within 1".
ONAGER GAUNTLET
Replaces one of the model's ranged weapons.
Range Type S AP D Melee Melee 10 -5 D6 The wielder may only make one attack in a Fight phase in which it uses this weapon.
THE MIRRORCODEX
TASH'VAR Warlord only. Roll 2D6 each time an enemy uses a CP, if both rolls are below the current turn number you gain a CP. If the CP was used to use a Stratagem used earlier in the battle you only need to roll a single D6.
WARSCAPER DRONE
Choose a single DRONE in your army at the start of the battle. Enemy units within 6" of the selected model do not benefit from Cover.
T´AU WARLORD TRAITS
If the Warlord of your army is a T’AU EMPIRE CHARACTER, you can pick their Warlord Trait from the T´au Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.
1. THROUGH UNITY, DEVASTATION
If a non-DRONE <SEPT> unit is destroyed within 6" of your Warlord your Warlord may re-roll failed Hit rolls until the end of the game.
2. A GHOST WHO WALKS AMONG US
When deploying your Warlord you may put your Warlord on the hunt. At the start of the first game round you may deploy your Warlord anywhere in your Deployment Zone.
3. EXEMPLAR OF THE SELFLESS CAUSE
Friendly units within 6" of your Warlord automatically pass Morale tests.
4. IN CRISIS, SALVATION
Once per game at the start of your Movement phase a friendly CRISIS unit may arrive with the Manta Strike ability anywhere entirely within 3" of your Warlord instead of more than 9" away from enemy units..
5. PRECISION OF THE SKILLED HUNTER
Your Warlord can target enemy CHARACTERS in the Shooting phase even if they are not the closest enemy model but suffers a -3 to any Hit rolls when shooting at targets your Warlord would normally be unable to target.
6. STUDENT OF PURETIDE
Double the range of your Warlord's Aura abilities.
SEPT WARLORD TRAITS
If you wish, you can pick a Warlord Trait from the list below instead of the T’au Empire Warlord Traits to the left, but only if your Warlord is from the relevant Sept.
NAMED CHARACTERS AND WARLORD TRAITS
The most notable heroes of the T’au Empire Septs are exemplars of their Sept’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Sept. For example, if Aun’Va is your Warlord, he would have the T’AU SEPT’ Through Surety, Destruction Warlord Trait.
D'YANOI SEPT
Staunch Defender: Your Warlord may use the For the Greater Good ability any number of times each turn.
FAL'SHIA SEPT
Predator of the Skies: Your Warlord may re-roll failed Hit rolls against units that can FLY.
FARSIGHT ENCLAVES
Through Boldness, Victory: Your Warlord may re-roll failed Hit rolls of 1 while within 12" of any enemy units.
T'AU SEPT
Through Surety, Destruction: Each time you roll a wound roll of 6 or more for a friendly unit within 6" of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 become AP-1, AP-1 becomes AP-2).
TASH'VAR SEPT
Through Perseverance, Victory: Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord shrugs off the damage and does not lose the wound.
VIOR'LA SEPT
Through Heroism, Glory: Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.
YNNARI
LAST RITES
If all models in a Detachment consist of YNNARI models they may use a Soulburst action that has been used previously in the same turn. Models without the Strength from Death ability in a YNNARI detachment gain Strength from Death ability, however, they may only benefit from Strength from Death when a unit with a Wounds characteristic equal to or greater than their own is destroyed.
STRATAGEMS
AVATAR OF DEATH
Use this Stratagem when an enemy unit is destroyed by selecting a Ynnari CHARACTER within 7", that model immediately regains D3 wounds lost earlier in the battle.
AWAKENING OF THE AELDARI
Use this Stratagem at the end of your Assault phase choose a unit with Strength from Death that unit can immediately make a Soul Burst action.
FIRES OF THE PHOENIX
Use this Stratagem when a friendly unit with Strength from Death is destroyed during your opponent's turn by selecting a friendly unit with Strength from Death within 7" of the destroyed unit. The chosen unit can enact a Soul Burst action.
FRENZY OF THE DRUKHARI
Use this Stratagem when a Drukhari unit with Strength from Death is destroyed by selecting a Drukhari unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
MARKED FOR DEATH
SOUL CRUSHER
SOUL SHIELD
Use this Stratagem when a friendly unit with Strength from Death is destroyed during your opponent's turn by selecting a friendly unit with Strength from Death within 7" of the destroyed unit. The chosen unit gains a 4+ invulnerable save until the end of the turn.
RAGE OF THE ASURYANI
Use this Stratagem when an Asuryani unit with Strength from Death is destroyed by selecting an Asuryani unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
SOULFIRE
Use this Stratagem when a unit with Strength from Death is destroyed. All enemy units within 3" suffer a single mortal wound.
SOULSPLIT
Use this Stratagem when a unit is destroyed during your turn you may select an additional unit to benefit from Strength from Death, both units must be available targets for Strength from Death.
THE FAITHFUL REMAIN
Use this Stratagem when a friendly unit with Strength from Death is lost due to morale. All friendly units within 7" automatically pass their morale tests until the end of the turn.
WRATH OF THE HARLEQUINS
Use this Stratagem when a Harlequins unit with Strength from Death is destroyed by selecting a Harlequins unit with Strength from Death within 7". The selected unit can immediately consolidate up to 3".
REMNANTS OF GLORY
RELICS OF YNNEAD
If your army is led by a Ynnari Warlord, then before the battle you may give one of the following items to a YNNARI CHARACTER. Named characters such as Prince YRIEL already have one or more artefacts and cannot be given any of the following items.
Note that some weapons replace on of the character's existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Remnants of Glory items your characters have on your army roster.
HUNGERING BLADE
Range Type S AP D Melee Melee User 0 D6 The wielder regains all lost wounds if it destroys an AELDARI character in the Fight phase.
MIRRORGAZE
Enemy models suffer a -1 to Hit against the bearer.
MORAG-HAI'S LOCKET
The bearer regains a single wound lost earlier in the battle at the end of each of your Fight phases.
SONG OF YNNEAD
Model with a pistol or assault weapon only. Replaces one of the model's pistols or assault weapons.
Range Type S AP D 18" Pistol 1 4 -3 1 If an enemy unit suffers an unsaved wound from this weapon the unit suffers D3 mortal wounds.
SOULSNARE
Once per game instead of firing other Shooting weapons the wielder may use the Soulsnare as a shooting weapon with the following profile:
Range Type S AP D 8" Assault D6 3 -4 D6
THE LOST SHROUD
The wielder changes its Wounds characteristic to 10.
VEIL OF SCREAMS
Enemy units within 7" must subtract 1 from their Ld.
REVENANT DISCIPLINE
1. GAZE OF YNNEAD
Gaze of Ynnead has a warp charge value of 8. If manifested, select a visible enemy unit within 18" of the psyker and roll a D6. On a 1, theat unit suffers a mortal wound. On a 2-6 that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.
2. ANCESTOR'S GRACE
ANCESTOR'S GRACE has a warp charge value of 5. If manifested, select a friendly YNNARI unit within 18" of the psyker. Until the start of your next Psychic phase you can re-roll hit rolls of 1 for that unit.
3. WORD OF THE PHOENIX
Word of the Phoenix has a warp charge value of 6. If manifested, select a friendly YNNARI unit within 18" of the psyker that has not made a soulburst action this turn. That unit can immediately make a Soulburst action (see Strength from Death).
4. SHIELD OF YNNEAD
Shield of Ynnead has a warp charge value of 8. If manifested, roll a D6 each time a friendly model within 7" suffers a wound, on a roll of 6+ the wound is ignored. .
5. STORM OF WHISPERS
Storm of Whispers has a warp charge value of 7. If manifested the closest visible enemy unit within 9" suffers D3 mortal wounds. In addition, the target also suffers a -2 to its Ld until the end of the turn.
6. UNBIND SOULS
Unbind Souls has a warp charge value of 6. If manifested choose an enemy unit within 24" roll a D6 for each model in the unit for each roll of 6+ the unit suffers a mortal wound.