The Angrier Initiative: Difference between revisions

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====NIHILAKH====
====NIHILAKH====
'''Another Piece for the Collection:''' Your Warlord has the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have less models than your opponent within 3” of the objective, unless at least one of those enemy models also has the Objective Secured ability.  
'''Another Piece for the Collection:''' Your Warlord has the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have less models than your opponent within 3” of the objective, unless at least one of those enemy models also has the Objective Secured ability.  
====DYNASTY RELICS====
===DYNASTY RELICS===
If your army is led by a Necron Warlord, you may give one of the following Dynasty Relics to a '''NECRON INFANTRY CHARACTER''' in your army. Named characters such as Trazyn the Infinite already have one or more artefacts, and cannot be given any of the following relics.  
If your army is led by a Necron Warlord, you may give one of the following Dynasty Relics to a '''NECRON INFANTRY CHARACTER''' in your army. Named characters such as Trazyn the Infinite already have one or more artefacts, and cannot be given any of the following relics.  



Revision as of 20:22, 22 September 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.

DARK ELDAR

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 envoke a curse by forcing an enemy unit within 6" to re-roll a single succesful 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 <DARK ELDAR> 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 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.

DARK ELDAR STRATAGEMS

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 benefit 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.

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 DARK ELDAR 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 DARK ELDAR 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 DARK ELDAR 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.

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.

SCALPEL SQUADRON

3 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.

NECRONS

DYNASTY TACTICS

The eccentricities of the nobles of a Necron Dynasty shapes the way in which the Dynasty wages war.

If your army is Battle-forged, all INFANTRY, BIKER, CATACOMB COMMAND BARGE and TRIARCH STALKER units in a Necron Detachment gain a Dynasty Tactic, so long as every unit in that Detachment is drawn from the same Dynasty. The Dynasty Tactic gained depends upon the Dynasty they are drawn from, as shown in the table opposite. For example, an SAUTEKH unit with the Dynasty Tactics ability gains the Servitude or Death Tactic.

If your Dynasty does not have an associated Dynasty Tactic, use the Dynasty Tactic which best fits your Dynasty. For example, ???? 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 robotic nature, CANOPTEK units are an exception and never gain a Dynasty Tactic.

SARNEKH

Honourless: Whenever a unit with this tactic Advances it moves an extra 2" in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8" when Advancing). In addition, units with this tactic can still charge in a turn in which they Fell Back.

SAUTEKH

Servitude or Death: After deployment you may choose a number of enemy units including more than one model equal to or lower than the number of units in your army with this tactic, roll 2d6 for each chosen unit. If the result exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. Your opponent chooses which models flee from the units you chose.

MAYNARKH

Flensing Scarabs: Models with this tactic can re-roll hit rolls on the turn they charge.

MEPHRIT

Pitiless Effeciency: Models with this tactic can re-roll hit rolls of 1 against units which have suffered one or more casualties this turn. When shooting at a unit affected by a Triarch Stalker's Targeting Relay ability you can re-roll all hit rolls against units which have suffered one or more casualties this turn.

NOVOKH

Memories of Blood: Add +1 to Reanimation Protocol rolls for units with this tactic while they are entirely outside your deployment zone. A unit cannot both be affected by this tactic and the Technomancer ability.

NEPHREK

Solar Masters: Add +1 to the saving throws of units with this tactic against ranged attacks with an AP of -2 or better.

NIHILAKH

Jealous Guards: Add +1 to Reanimation Protocol rolls for units with this tactic while they are entirely within your deployment zone. A unit cannot both be affected by this tactic and the Technomancer ability. Units with this tactic regains 1 additional wound with the Living Metal ability than they otherwise would.

THOKT

Exotic Energy: When a model with this tactic is destroyed in the Fight phase it inflicts a number of automatic hits at its own Strength AP0 D1 to the unit that destroyed it equal to its W characteristic.

STRATAGEMS

ADAPTIVE SUBROUTINES

1 CP: Use this Stratagem at the start of your turn by choosing a CANOPTEK unit within 6” of a CANOPTEK SPYDER unit, that unit can advance, shoot and charge in the same turn this turn. In addition the chosen unit can roll a d6 each time they suffer a wound, on a roll of a 5+ they ignore that wound.

BLOOD RITUAL

1 CP: Use this Stratagem in the Fight phase just before a friendly NOVOKH LYCHGUARD or NOVOKH IMMORTAL unit fights. That unit can make one additional attack for each casualty it causes with when it fights this Fight phase (these bonus attacks cannot themselves generate any further attacks).

CORPSE PARTY

3 CP: Use this Stratagem at the end of the Fight phase. Select a MAYNARKH CHARACTER unit – all friendly MAYNARKH FLAYED ONES units within 6” of that CHARACTER can immediately fight for a second time.

DEATH KNELL

'1 CP: Use this Stratagem when a model armed with a warscythe is about to attack, instead of rolling to wound as normal each succesful hit inflicts a single mortal wound.

EXTERMINATION PROTOCOLS

1 CP: You can use this Stratagem at the start of your turn by choosing a friendly DESTROYER LORD. All friendly DESTROYER units within 6” of the chosen model add +1 to their to wound rolls.

HARBINGER OF DESPAIR

3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF DESPAIR: Enemy units that suffer one or more casualties from a <DYNASTY> unit within 3” of this model suffer a -1 to their Ld until the end of the turn.

HARBINGER OF DESTRUCTION

3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF DESTRUCTION: Friendly <DYNASTY> units within 3” of this model can re-roll wound rolls of 1 in the Shooting phase.

HARBINGER OF ETERNITY

3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF ETERNITY: Once each game round a friendly <DYNASTY> unit within 3” of this model can re-roll a single roll.

HARBINGER OF THE STORM

3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF THE STORM: When an enemy unit arrives as reinforcements within 12” of a friendly <DYNASTY> unit within 3” of this model the unit within 3” of this model can immediately shoot at the enemy unit as if it were the Shooting phase.

HARBINGER OF TRANSMOGRIFICATION

3 CP: Use this Stratagem before the battle. Select a NECRON CRYPTEK in your army. It gains the following ability: ‘HARBINGER OF TRANSMOGRIFICATION: Friendly <DYNASTY> units within 3” of this model benefit from cover against shooting attacks if at least half the models in the unit would be in cover against the shooting attack.

HONOUR PROTOCOLS DISENGAGED

1 CP: Use this Stratagem when a SARNEKH DEATHMARK unit is chosen to attack in the Shooting phase. The unit can re-roll wound rolls of 1 against CHARACTERS this turn.

JUDICIAL PROTOCOLS

1 CP: Use this Stratagem after a Triarch Stalker inflicts one or more hits on an enemy unit. All friendly TRIARCH PRAETORIAN units can re-roll failed wound rolls of 1 against that unit until the end of the turn.

METALLIC DEATH

2 CP: Use this Stratagem immediately before attacking with a CANOPTEK unit during the Fight phase – add +1 to the damage characteristic of its weapons and lower the AP by -1.

NIGHTSHROUD

3 CP: This Stratagem can be used at the start of your opponent's Shooting phase and its effects last until the end of the Shooting phase. Choose two NECRON TITANIC units – trace a line between the centers of the two models. Any shooting attack that is traced through the line counts its target as being in cover, even if it is a VEHICLE or a MONSTROUS CREATURE that is not 50% covered. If either of the two chosen vehicles for this Stratagem is destroyed while this Stratagem is active you regain 3 Command Points.

RARE-EARTH PARTICLES

1 CP/2 CP/3 CP: Use this Stratagem instead of firing normally with a particle beamer/particle shredder/particle whip on a THOKT model; you can inflict 1/D3/D6 mortal wounds to an enemy unit within 24” of the the firing model.

PHAERON

3 CP: Use this Stratagem before the battle. Select a NECRON OVERLORD in your army. Replace this model’s OVERLORD keyword with PHAERON and gains the following ability: ‘PHAERON: At the beginning of each of your turns, choose a friendly NECRON INFANTRY unit within 6” of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn.’ A Catacomb Command Barge with this ability can choose a friendly NECRON INFANTRY unit within 12”. You can only use this Stratagem once.

PITILESS PLANETKILLER

3 CP: This Stratagem can be used once per battle, in the Shooting phase, if you have a MEPHRIT Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6. On a 4+ every unit within D6" of that point suffer D3 mortal wounds. Subtract 1 from the number of wounds caused to CHARACTERS.

RELICS OF THE DYNASTY

1 CP/3 CP: Use this Stratagem before the battle. Your army can have one extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All of the Dynasty Relics that you include must be different and be given to different NECRON CHARACTERS.

RESTORATION TO GLORY

1 CP: This Stratagem can be used at the start of your turn by choosing a friendly NIHILAKH model with the Living Metal ability – the chosen model regains d3 wounds instead of 1 from the Living Metal ability this turn.

SWEEPING BURST

2 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

1 CP: This Stratagem can be used at the end of your Movement phase. All Monoliths can immediately use their Eternity Gate ability and all Night Scythes can immediately use their Invasion Beams ability.

QUANTUM DEFLECTION

1 CP: This Stratagem can be used at the start of your opponent's Movement phase on a friendly model with the Quantum Shielding ability within 6” of at least two other models with the Quantum Shielding ability. The chosen model can re-roll Quantum Shielding rolls until the end of your opponent's Shooting phase.

WAILING CACAPHONY

2 CP: This Stratagem can be used before your opponent has to take a Morale test with a unit that is within 12” of two or more NECRON units with the Supersonic ability – that unit must take the Morale test using a Leadership value of 1. Your opponent can still use the INSANE BRAVERY Stratagem to automatically pass the Morale test.

WAVE OF DEATH

3 CP: This Stratagem can be used at the start of your Shooting phase if you have a SAUTEKH Warlord. All friendly INFANTRY, BIKER, CATACOMB COMMAND BARGE and TRIARCH STALKER units within 6” of your Warlord can immediately move, as if it were your Movement phase.

WE'LL BE BACK

1 CP: This Stratagem can be used immediately after a friendly <DYNASTY> INFANTRY unit within 3” of a friendly model armed with a resurrection orb has made its Reanimation Protocol rolls, you can make Reanimation Protocol rolls for that unit again.

WARLORD TRAITS

If the Warlord of your army is a NECRON CHARACTER, you can pick their Warlord Trait from the Necrons Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait.

1. ENDURING WILL

Roll a D6 each time your Warlord takes a wound, if the roll is less than the damage characteristic the damage is ignored.

2. ETERNAL MADNESS

Once per game immediately after generating an objective you may choose to discard it and generate a new one. Once per game immediately after you generate an objective your opponent may force you to discard it and generate a new one. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.

3. IMMORTAL HUBRIS

Friendly <DYNASTY> units within 12" of your Warlord automatically pass Morale tests.

4. HYPERLOGICAL STRATEGIST

Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.

5. IMPLACABLE CONQUEROR

Friendly <DYNASTY> units within 6” of your Warlord can move an additional D3” when they consolidate.

6. MECHANICAL SUPERIORITY

Add 1 to the Strength characteristic of your Warlord

DYNASTY WARLORD TRAITS

If you wish, you can pick a Warlord Trait from the list below instead of the Necron Warlord Traits to the left, but only if your Warlord is from the relevant Dynasty.

NAMED CHARACTERS AND WARLORD TRAITS

The most notable nobles of the Necron Dynasties are exemplars of their Dynasty’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their Dynasty. For example, if Trazyn the Infinite is your Warlord, he would have the NIHILAKH’ Another Piece for the Collection Warlord Trait.

SAUTEKH

Honourable Combatant You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy CHARACTERS. When an enemy CHARACTER falls back from within 1” of your Warlord you gain 1 VP. If your Warlord falls back from within 1” of an enemy CHARACTER your opponent gains 1 VP.

MAYNARKH

Mindflayer: Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your Warlord.

MEPHRIT

Off with His Head!: At the end of your Fight phase if your Warlord is fighting only a single model in close combat roll a D6; on a 4+ that model suffers a mortal wound.

NOVOKH

Bloodshed Protocols: If there are at least 10 enemy models within 6" of your Warlord when he fights in the Fight phase, add D3 to his Attacks until the end of the phase.

NIHILAKH

Another Piece for the Collection: Your Warlord has the Objective Secured ability. Models with the Objective Secured ability control objectives even if they have less models than your opponent within 3” of the objective, unless at least one of those enemy models also has the Objective Secured ability.

DYNASTY RELICS

If your army is led by a Necron Warlord, you may give one of the following Dynasty Relics to a NECRON INFANTRY CHARACTER in your army. Named characters such as Trazyn the Infinite already have one or more artefacts, and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Dynasty Relics your characters may have on your army roster.

ABYSSAL STAFF

SAUTEKH CRYPTEK only. Instead of firing their staff of light normally the bearer can choose to use its special attack. Instead of rolling to wound the target suffers a -1 penalty to their Ld until the end of the turn for each hit the bearer inflicts.

BLOODREAPER

MEPHRIT model armed with warscythe only. The bearer wounds on a 2+ in the Fight phase, unless they are targeting a VEHICLE.

GAUNTLET OF THE CONFLAGRATOR

Once per game the Gauntlet of the Conflagrator can be used as a shooting attack with the following profile: WEAPON RANGE TYPE S AP D

Gauntlet of the Conflagrator 8” Assault D6 7 2 1 This weapon automatically hits its target.

MINDSHACKLE SCARABS

Instead of attacking normally the bearer may choose to randomly select an enemy model in base contact with the bearer. Your opponent must roll 3D6. If the roll is lower than the target's Ld the Mindshackle Scarabs have no effect. If the roll is higher the target inflicts D3 hits on a unit of your choice within 1” of the target using a melee weapon the model is armed with of your choice.

SHREDDERSHARD

MAYNARKH model armed with voidblade only. The bearer can re-roll failed to wound rolls.

TESSERACT LABYRINTH

NIHILAKH model only. Once per game the bearer can use the Tesseract Labyrinth instead of attacking normally to make a single attack. If the attack hits roll a D6, if the total is above the the remaining number of wounds of the model in the unit with the least remaining wounds, that model is removed from play. The owner of the target unit chooses which model to remove if multiple models are elligible.

THE GOD SHACKLE

MEPHRIT CRYPTEK only. Before deployment nominate a single C'TAN unit in your army. While the bearer is alive the nominated model has a 2+ Sv but cannot use its Powers of the C'tan ability.

THE NIGHTMARE SHROUD

The Nightmare Shroud confers a 2+ Armour Save. Once per game, during any friendly Shooting phase, the bearer can choose one enemy unit within 18”. That unit must suffers a -3 penalty to its Ld until the end of the turn.

THE ORB OF ETERNITY

Model with resurrection orb only. When the models resurrection orb is activated the affected unit adds +2 to its ressurection protocol rolls for that roll.

THE SOLAR STAFF

Model with staff of light only. Enemy units cannot fire Overwatch at the bearer.

THE VEIL OF DARKNESS

During deployment, you can set up the bearer and one other friendly unit behind the veil instead of placing it on the battlefield. At the end of any of your Movement phases the bearer and the other unit can tread out from behind the veil – set them up anywhere on the battlefield that is more than 9” from any enemy models. The other unit has to be set up within 3” of the bearer.

VOIDREAPER

Model with warscythe only. The model's warscythe has a damage characteristic of D6.

POWERS OF THE C'TAN

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 dublicate results), or you can select the powers you wish the C'TAN SHARD to have.

1. ANTIMATTER METEOR

Roll a D6; on a 2+ the closest visible enemy unit within 24” of the C'TAN SHARD' suffers D3 mortal wounds.

2. TIME'S ARROW

Pick a visible enemy unit within 24” of the C'tan Shard and roll a D6. If the result is higher than that unit's Wounds characteristic, one model from that unit is slain.

3. SEISMIC ASSAULT

Roll a D6 for each model in the closest enemy unit within 24” of the C'TAN SHARD. For each roll of 6 that unit suffers a mortal wound.

4. COSMIC FIRE

Roll a D6; on a 2+ the closest visible enemy unit within 8” of the C'TAN SHARD suffers D6 mortal wounds.

5. SKY OF FALLING STARS

Pick a point within 24”; each enemy unit within 6” suffers a single mortal wound on a D6 roll of 4+.

6. TRANSDIMENSIONAL THUNDERBOLT

Roll a D6; on a 2+ the closeset 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.

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.

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 Arisans: 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.

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

1 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.

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 GUARD

MERCILESS LOGIC: Each time you roll a hit roll of 6+ for your Warlord, make one extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further attacks).

RAVEN GUARD

SILENT STALKER: Enemy units cannot fire overwatch at your Warlord.

SALAMANDERS

ANVIL OF STRENGTH: Add 1 to the Strength characteristic of your Warlord.

ULTRAMARINES

ADEPT OF THE CODEX: Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a Stratagem; on a 5+ that CP is immediately refunded.

WHITE SCARS

DEADLY HUNTER: Roll a dice each time your Warlord finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers a mortal wound.

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

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.